I'm trying to give a very particular weapon to a unit, and I was wondering if anyone could help me out. If you can help for any of the points, it'd be greatly appreciated.
- The weapon should have a missile travel time and animation, and be outrunnable, but not affected by point defense drone
- The unit which is using the weapon can fire between 1 and 8 missiles. The number of missiles that the unit fired is determined by how many units are within its range at the end of its cooldown cycle... If only 1 unit is within its range, it will fire 1 missile. If 8 units, 8. If 10 units, 8.
- If its cooldown from, say 1 missile is active, and 7 more units enter the range, it will not fire 7 more missiles, but wait to fire a volley of 8 when the cooldown for missile 1 is over.
- Each missile CANNOT target a unit that is being targetted by another missile from its parent unit, but CAN target a unit being targeted by a missile from another copy of the unit
- Each missile behaves similarly to a Reaver Scarab, but is automatically refreshed with no time or cost. That is, they will block unit pathing, and cannot move up and down cliffs.
The biggest problem I'm having with it is units entering range activating more attacks.
- The weapon should have a missile travel time and animation, and be outrunnable, but not affected by point defense drone
Assuming you know how to make a basic missile. Outrunnable can be done with timeout in movers. (refer to Seeker Missile mover) Check the flag "Invunerable" to make it immune to PDD.
- The unit which is using the weapon can fire between 1 and 8 missiles. The number of missiles that the unit fired is determined by how many units are within its range at the end of its cooldown cycle... If only 1 unit is within its range, it will fire 1 missile. If 8 units, 8. If 10 units, 8.
- If its cooldown from, say 1 missile is active, and 7 more units enter the range, it will not fire 7 more missiles, but wait to fire a volley of 8 when the cooldown for missile 1 is over.
- Each missile CANNOT target a unit that is being targetted by another missile from its parent unit, but CAN target a unit being targeted by a missile from another copy of the unit
Marker should do this, but I have never used marker and not familiar with it.
- Each missile behaves similarly to a Reaver Scarab, but is automatically refreshed with no time or cost. That is, they will block unit pathing, and cannot move up and down cliffs.
Search Effect looks to be just what I was looking for. It's something I was staring at thinking "this sounds like it'd work but I have no idea how to use it"
Also my problem with marker...
I can't do it with collision flags, because I have an upgrade planned that's going to change the mover on the missile to enable it to cliff jump. I'm thinking I'll have to use an actual subunit to get this effect?
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I'm trying to give a very particular weapon to a unit, and I was wondering if anyone could help me out. If you can help for any of the points, it'd be greatly appreciated.
- The weapon should have a missile travel time and animation, and be outrunnable, but not affected by point defense drone
- The unit which is using the weapon can fire between 1 and 8 missiles. The number of missiles that the unit fired is determined by how many units are within its range at the end of its cooldown cycle... If only 1 unit is within its range, it will fire 1 missile. If 8 units, 8. If 10 units, 8.
- If its cooldown from, say 1 missile is active, and 7 more units enter the range, it will not fire 7 more missiles, but wait to fire a volley of 8 when the cooldown for missile 1 is over.
- Each missile CANNOT target a unit that is being targetted by another missile from its parent unit, but CAN target a unit being targeted by a missile from another copy of the unit
- Each missile behaves similarly to a Reaver Scarab, but is automatically refreshed with no time or cost. That is, they will block unit pathing, and cannot move up and down cliffs.
The biggest problem I'm having with it is units entering range activating more attacks.
Assuming you know how to make a basic missile. Outrunnable can be done with timeout in movers. (refer to Seeker Missile mover) Check the flag "Invunerable" to make it immune to PDD.
Search Area effect.
Make 3 effects:
Set the weapon effect to SE
Marker should do this, but I have never used marker and not familiar with it.
May be done with collision flags, but not sure.
@ftbhrygvn: Go
Search Effect looks to be just what I was looking for. It's something I was staring at thinking "this sounds like it'd work but I have no idea how to use it"
Also my problem with marker...
I can't do it with collision flags, because I have an upgrade planned that's going to change the mover on the missile to enable it to cliff jump. I'm thinking I'll have to use an actual subunit to get this effect?