There is a square arena that is in the bottom left corner taking up about 60% of the map.
There is a wall of photon cannons surrounding the arena (like an 'L' bracket) all with range 500 and 5 sight range.
When a trigger is activated, the cannons get shared vision with all the players. This enables them to shoot and kill everything on the map.
So here is where my predicament began:
At first, all of the photon cannons would all shoot the same target.
I have no idea why. Then I gave them random targeting pentameters. I did this by setting creating a search and setting the Target_Sorts_Request_Count to 1, and the Target_Sorts_Request_Percentage to 1, and Target_Sorts_Sorts to TSRandom.
If im not mistaken, this should mean that they acquire a random target within range every shot.However, this clearly doesnt happen, as it seems that the cannons are shooting at the closest target. Instead of every cannon shooting like the same target, it seems like groups of cannons are all shooting the same targets. (making like 10 units being targeted at once).
Here is what I want to happen:
I want every cannon (there is 80) to shoot at a different target every shot. The issue lies in the fact that the by the time the bullet travels to its target, the cannon has already shot at the same target 15 more times. This causes a 5 second pause between units being shot at.
What I need is something that runs a check, and only targets units that have never been targets before. (the cannons will kill everything in one shot, as they do 5000 damage). This would make it so that not only each cannon shot at a different target, but each cannon would only shoot once, then get another target.
Anyone know how I could go about this? Basically I just don't know enough about the data editor to know where to start looking. Help would be awesome, thanks.
Is there a reason why you need your cannons to kill these units? Just thought I would check this question, cause if you need everything dead there is an easier way without the cannons...
as for random targetting. I would make the cannons not enemy to the units. and put all units that are to be shot at in a unit group, and all the cannons in the unit group, and then pick each unit in the photon cannon and order it to attack a unit from the other unit group and then remove both of those from the unit groups so they cant' be chosen again
This is a trigger solution. I have no idea how to do random targeting in data
another idea, but don't know if it works or if the serverlag prevents this:
(i've autocast on my sentries, but only if they don't have the shield buff. due to server lag sometime multiple shields are activated at the same time)
-create a hidden dummy behavior
-create an apply behavior effect to apply the dummy
-create a set effect and combine the apply and the launch missile used by the weapon of the cannon
-create a count behavior validator, count dummy = 0 on target
-add the validator to the cannon weapon
this should prevent multiple missiles on the same target
Not quite. Your method only prevents multiple missiles AFTER the behavior is on... and then once it's on... no cannons at all can target that unit...
He's looking for a method of having cannons spread out all their shots, not all target 1 or 2 units, and have 50 of them waste their shots on a target when it might only take 3 to kill a unit...
The only idea I have, and I don't know if this would work, is to have your cannons have a behavior on them at all times, that has a Search Effect in the Periodic Effect field that searches every X seconds for targets(make it 0.5? seconds faster than your cannon weapon), on target find, launches a no-damage, invisible missile, that on impact, used a Link/Match ID or whatever it's called. I'm not sure if that's how it's supposed to work, but I think Link/Match ID would allow only 1 unit to target another unit...
Oh ya... have this Search NOT require Visibility of the unit... that way it can tag a unit ahead of time... and then once the vision is given... WIN? :P
Could you go further into what a Link/Match ID does? I have never heard of it before. Also, how do I accomplish what you said? I dont really know what you meant
@b0ne123: Go
Wouldnt that just make it so once the first bullet hit, no cannons would shoot at it again? That already happens, as the unit is dead. But that doesnt stop the other 80 bullets from hitting it.
What I was thinking, is if I were to apply what both of you said and combine it, it would work. If I whenever the Photon Cannon shot, it fired two different missiles, one being the bullet, and another being one that hit instantly (meaning no projectile) that modified the validator data? I think that this would make it so only one cannon would shoot at the target, which would be followed by the bullet.
Does what I said make sense, or do you guys see any potential issues.
However, I have no idea how to use validators either.
Have you been able to make the cannons shoot at any random target regardless of far away they are?
If you have, maybe you could tell the photon cannon to immediately stop shooting right after its first shot and then tell it to search for a random target again ( which might still shoot at the same target but that's all up to probability and I think that's what you want, right? )
@b0ne123: Go
Im not sure what you meant, could you elaborate on that?
@Shad0wsEdge: Go
Not really, I have noticed that all of the cannons shoot at the targets closest to them. Before, they used to all shoot the same target.
if the cannon finds a target, it applies a dummy behavior without travel time, immediately.
but the cannon fires only at targets without the behavior. the first cannon which finds the targets marks it as an invalid target for every other cannon and itself.
the first missile starts nonetheless, if the validator is attached to the weapon
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Map description:
There is a square arena that is in the bottom left corner taking up about 60% of the map.
There is a wall of photon cannons surrounding the arena (like an 'L' bracket) all with range 500 and 5 sight range.
When a trigger is activated, the cannons get shared vision with all the players. This enables them to shoot and kill everything on the map.
So here is where my predicament began:
At first, all of the photon cannons would all shoot the same target.
I have no idea why. Then I gave them random targeting pentameters. I did this by setting creating a search and setting the Target_Sorts_Request_Count to 1, and the Target_Sorts_Request_Percentage to 1, and Target_Sorts_Sorts to TSRandom.
If im not mistaken, this should mean that they acquire a random target within range every shot.However, this clearly doesnt happen, as it seems that the cannons are shooting at the closest target. Instead of every cannon shooting like the same target, it seems like groups of cannons are all shooting the same targets. (making like 10 units being targeted at once).
Here is what I want to happen:
I want every cannon (there is 80) to shoot at a different target every shot. The issue lies in the fact that the by the time the bullet travels to its target, the cannon has already shot at the same target 15 more times. This causes a 5 second pause between units being shot at.
What I need is something that runs a check, and only targets units that have never been targets before. (the cannons will kill everything in one shot, as they do 5000 damage). This would make it so that not only each cannon shot at a different target, but each cannon would only shoot once, then get another target.
Anyone know how I could go about this? Basically I just don't know enough about the data editor to know where to start looking. Help would be awesome, thanks.
so basically your problem is: the cannons are still shooting at a target that is practically dead but the killing missle did not yet reach it?
some ideas without the editor:
-use a simple "kill everything" trigger
-faster missiles
-stop orders every time a cannon attacks
-slower attack rate
Is there a reason why you need your cannons to kill these units? Just thought I would check this question, cause if you need everything dead there is an easier way without the cannons...
as for random targetting. I would make the cannons not enemy to the units. and put all units that are to be shot at in a unit group, and all the cannons in the unit group, and then pick each unit in the photon cannon and order it to attack a unit from the other unit group and then remove both of those from the unit groups so they cant' be chosen again
This is a trigger solution. I have no idea how to do random targeting in data
another idea, but don't know if it works or if the serverlag prevents this:
(i've autocast on my sentries, but only if they don't have the shield buff. due to server lag sometime multiple shields are activated at the same time)
-create a hidden dummy behavior
-create an apply behavior effect to apply the dummy
-create a set effect and combine the apply and the launch missile used by the weapon of the cannon
-create a count behavior validator, count dummy = 0 on target
-add the validator to the cannon weapon
this should prevent multiple missiles on the same target
@b0ne123: Go
Not quite. Your method only prevents multiple missiles AFTER the behavior is on... and then once it's on... no cannons at all can target that unit...
He's looking for a method of having cannons spread out all their shots, not all target 1 or 2 units, and have 50 of them waste their shots on a target when it might only take 3 to kill a unit...
The only idea I have, and I don't know if this would work, is to have your cannons have a behavior on them at all times, that has a Search Effect in the Periodic Effect field that searches every X seconds for targets(make it 0.5? seconds faster than your cannon weapon), on target find, launches a no-damage, invisible missile, that on impact, used a Link/Match ID or whatever it's called. I'm not sure if that's how it's supposed to work, but I think Link/Match ID would allow only 1 unit to target another unit...
Oh ya... have this Search NOT require Visibility of the unit... that way it can tag a unit ahead of time... and then once the vision is given... WIN? :P
shrug
Bed time for me!
he said, the cannons are going to one-shot their targets, with my 'trick' the dmg may spread very well, depending on lag
@BorgDragon: Go
Could you go further into what a Link/Match ID does? I have never heard of it before. Also, how do I accomplish what you said? I dont really know what you meant
@b0ne123: Go Wouldnt that just make it so once the first bullet hit, no cannons would shoot at it again? That already happens, as the unit is dead. But that doesnt stop the other 80 bullets from hitting it.
What I was thinking, is if I were to apply what both of you said and combine it, it would work. If I whenever the Photon Cannon shot, it fired two different missiles, one being the bullet, and another being one that hit instantly (meaning no projectile) that modified the validator data? I think that this would make it so only one cannon would shoot at the target, which would be followed by the bullet.
Does what I said make sense, or do you guys see any potential issues.
However, I have no idea how to use validators either.
@PBobbert: Go
no it does that no cannon would shoot again when the missile starts. it triggers on launch instead of on hit
Have you been able to make the cannons shoot at any random target regardless of far away they are?
If you have, maybe you could tell the photon cannon to immediately stop shooting right after its first shot and then tell it to search for a random target again ( which might still shoot at the same target but that's all up to probability and I think that's what you want, right? )
@b0ne123: Go Im not sure what you meant, could you elaborate on that?
@Shad0wsEdge: Go Not really, I have noticed that all of the cannons shoot at the targets closest to them. Before, they used to all shoot the same target.
if the cannon finds a target, it applies a dummy behavior without travel time, immediately. but the cannon fires only at targets without the behavior. the first cannon which finds the targets marks it as an invalid target for every other cannon and itself. the first missile starts nonetheless, if the validator is attached to the weapon