I want all my ranged weapons to have attack delays BEFORE they attack (like how bows need pulled back before shot). I tried reload duration, but it seems like just another cooldown. I read somewhere that that's what backswing did, but changing that in both my melee and ranged attacks did nothing. (my melee attacks are edited duplicates of zergling claws, and my ranged is an edited duplicate of hydralisk spines). Any help is greatly appreciated.
Backswing is the time that a unit looks at its target, if it doesn't receive new orders after executing the weapon's effect.
Backswing makes shooting Marines not look terrible, if a-moved into the enemy army.
delay effect unchanneled, but only execute effect if unit attacked for a minimum time:
- You want "damage point". That's the time before the weapon's effect is executed. So the unit needs to attack for that time before it deals damage. But it has the freedom to be ordered in the meantime to cancel the attack.
delay effect, channeled:
- Via persistent effects, you can create a channeled weapon time like the Thor's AA (I believe).
delay effect, unchanneled:
- You can just use persistent effects to delay other effects with that. But these are still executed even if the unit receives another order in the meantime and already executes that order. The effect only needs to be started.
@Ahli634: Go
Perfect... It took some adjusting (as a high damage point seems ignored if there's a low period... so I had to make the period and damage point the same), but it works the way I want. And I appreciate your complete explanation; helps me understand how everything works. Does that mean that anything "channeled" means they're stuck doing their attack until it's finished?
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I want all my ranged weapons to have attack delays BEFORE they attack (like how bows need pulled back before shot). I tried reload duration, but it seems like just another cooldown. I read somewhere that that's what backswing did, but changing that in both my melee and ranged attacks did nothing. (my melee attacks are edited duplicates of zergling claws, and my ranged is an edited duplicate of hydralisk spines). Any help is greatly appreciated.
Backswing is the time that a unit looks at its target, if it doesn't receive new orders after executing the weapon's effect.
Backswing makes shooting Marines not look terrible, if a-moved into the enemy army.
delay effect unchanneled, but only execute effect if unit attacked for a minimum time:
- You want "damage point". That's the time before the weapon's effect is executed. So the unit needs to attack for that time before it deals damage. But it has the freedom to be ordered in the meantime to cancel the attack.
delay effect, channeled:
- Via persistent effects, you can create a channeled weapon time like the Thor's AA (I believe).
delay effect, unchanneled:
- You can just use persistent effects to delay other effects with that. But these are still executed even if the unit receives another order in the meantime and already executes that order. The effect only needs to be started.
@Ahli634: Go Perfect... It took some adjusting (as a high damage point seems ignored if there's a low period... so I had to make the period and damage point the same), but it works the way I want. And I appreciate your complete explanation; helps me understand how everything works. Does that mean that anything "channeled" means they're stuck doing their attack until it's finished?