I am trying to make the Protoss Carrier's attack, which is launching interceptors, to work at all times when an enemy is nearby, even if it is moving. I tried giving the attack the same qualities as the Diamondback's rail-gun, which didn't work, though If i made the effect anything else it worked. Also I tried making a behavior periodically search for a target, and apply the launch effect to it, that doesn't work either. Does anyone have any Idea how to do this? Thanks in advance.
I was trying to find it for You for about 30 minutes, but couldn't find any appropriate flag or link in any of those weapons/effects carrier has that would change the behavior. All that changed is interceptors wouldn't stop attacking unless carrier got out of range, but still won't come out if he wasn't staying to launch them. Maybe someone else will have more luck with magazines (not sure if there isn't hard-coded validator that checks if unit is not moving).
@uiasdnmb: GoWell, here's an idea. For the Carrier's weapon (Carrier - Interceptor Launch) change the Weapon - Allowed Movement field to Moving instead of Slowing, change Weapon - Options, uncheck Only Fire At Attack Target and uncheck Only Fire While Attacking. Your carrier can now freely move without having to stop attacking, although by default, once launched, as long as you stayed within 12 units of the attack target, you could move all you want and your interceptors will swarm.
I went above and beyond and also changed how the Interceptors are while not attacking. Check the video.
Here's the attached mapfile, you'll want to look at Abilities tab, Carrier - Hangar to see what was changed (fields Ability - Info+ and Data - External Angle)
I don't think its possible for the carrier to move and launch its interceptors at the same time. Its basically the same problem as units in bunkers won't attack if the bunker is on the move. Whenever the interceptors leave the hangar to attack, the carrier must stop.
I did do a workaround tho, but its probably not what you are looking for. The workaround I did was to make an invis carrier. Then every second, I move the invis carrier to the real carrier location and give it an attack command. So its like the interceptors are flying out of the carrier itself.
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I am trying to make the Protoss Carrier's attack, which is launching interceptors, to work at all times when an enemy is nearby, even if it is moving. I tried giving the attack the same qualities as the Diamondback's rail-gun, which didn't work, though If i made the effect anything else it worked. Also I tried making a behavior periodically search for a target, and apply the launch effect to it, that doesn't work either. Does anyone have any Idea how to do this? Thanks in advance.
I was trying to find it for You for about 30 minutes, but couldn't find any appropriate flag or link in any of those weapons/effects carrier has that would change the behavior. All that changed is interceptors wouldn't stop attacking unless carrier got out of range, but still won't come out if he wasn't staying to launch them. Maybe someone else will have more luck with magazines (not sure if there isn't hard-coded validator that checks if unit is not moving).
@uiasdnmb: Go
Well, here's an idea. For the Carrier's weapon (Carrier - Interceptor Launch) change the Weapon - Allowed Movement field to Moving instead of Slowing, change Weapon - Options, uncheck Only Fire At Attack Target and uncheck Only Fire While Attacking. Your carrier can now freely move without having to stop attacking, althoughby default, once launched, as long as you stayed within 12 units of the attack target, you could move all you want and your interceptors will swarm.I went above and beyond and also changed how the Interceptors are while not attacking. Check the video.
Here's the attached mapfile, you'll want to look at Abilities tab, Carrier - Hangar to see what was changed (fields Ability - Info+ and Data - External Angle)
@Ranakastrasz: Go
I don't think its possible for the carrier to move and launch its interceptors at the same time. Its basically the same problem as units in bunkers won't attack if the bunker is on the move. Whenever the interceptors leave the hangar to attack, the carrier must stop.
I did do a workaround tho, but its probably not what you are looking for. The workaround I did was to make an invis carrier. Then every second, I move the invis carrier to the real carrier location and give it an attack command. So its like the interceptors are flying out of the carrier itself.