I've been wondering if there's any way of removing the delay that is between attacks on multiple units? Say, if I had a structure that shot ever 0.1 seconds - there's a relatively long delay between it kills one unit and moves on to killing the next. Is this set in the turret or the weapon, or is the scan function simply not fast enough?
Can you rephrase your question. The English isn't very understandable?
are you trying to add a delay after it kills a unit ... or remove the delay after kills a unit and moves to the next.
If you need to add a delay after killing a unit.... I would apply a behavior to the unit that lasts for as long as you want to prevent it from attacking. This behavior (buff) would disable the "attack" ability.
if you need to remove the delay your seeing, that may have to do with the rate it acquires targets. I believe that's in the weapons data.
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Weapons have a flag which enables that the weapon always scans for targets.
Weapons can have random delays to their period. It's min and max is defined within the weapon. By default there is such a random 'delay'.
I've got a photon cannon surrounded by zerglings. It has a weapon with the period of 0.1, and it kills the zerglings in one shot. It should ideally be able to kill 10 zerglings in 1 second. It can't, because there's a delay between shooting one zergling and shooting the next. That delay I want removed.
I set turret turn rate to 1000000 (highest value) but that didn't work. I guess it's the backswing then. Haven't tried Ahli's solution yet - that might be the answer too
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I've been wondering if there's any way of removing the delay that is between attacks on multiple units? Say, if I had a structure that shot ever 0.1 seconds - there's a relatively long delay between it kills one unit and moves on to killing the next. Is this set in the turret or the weapon, or is the scan function simply not fast enough?
@Neonsz: Go
Can you rephrase your question. The English isn't very understandable?
are you trying to add a delay after it kills a unit ... or remove the delay after kills a unit and moves to the next.
If you need to add a delay after killing a unit.... I would apply a behavior to the unit that lasts for as long as you want to prevent it from attacking. This behavior (buff) would disable the "attack" ability.
if you need to remove the delay your seeing, that may have to do with the rate it acquires targets. I believe that's in the weapons data.
Weapons have a flag which enables that the weapon always scans for targets.
Weapons can have random delays to their period. It's min and max is defined within the weapon. By default there is such a random 'delay'.
To rephrase my question:
I've got a photon cannon surrounded by zerglings. It has a weapon with the period of 0.1, and it kills the zerglings in one shot. It should ideally be able to kill 10 zerglings in 1 second. It can't, because there's a delay between shooting one zergling and shooting the next. That delay I want removed.
I'll try and look at that, Ahli. Thanks!
That has to do with the weapon backswing/turret turn rate.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
I set turret turn rate to 1000000 (highest value) but that didn't work. I guess it's the backswing then. Haven't tried Ahli's solution yet - that might be the answer too