Hello, I'm trying to make it so that ranged attacks (including beams) are blocked by terrain with the missile/beam death animation activated on contact. Right now I'm feeling like the best option is to create an invisible point defense drone, but if I were to use this how could I remove the laser that destroys missiles, have it work against beams, and cause the missile/beam to explode on contact with this invisible point defense drone's coverage.
I'd also like to add this ability to the mass of all units (or less for small ranged infantry such as marines or sentries so that they can still be effective) so that they are unable to attack through one another. If I do that, I'd like to have it only block ground vs ground attacks and air vs air attacks since shooting up doesn't go through anything. Although if I did this I'd like for the unit that activated it's defense drone ability to take the damage of the attack. I feel like I could do that with a trigger.
Furthermore, I'd also like to if at all possible create stray fire that hits near a unit and explodes rather than hitting it directly 100% of the time, and if these stray projectiles "hit" another unit (activate their ability) for them to take the damage. How can I reduce accuracy? One thing I saw that might help with this was the primal zerg projectiles that worked like warcraft 3's old catapults. I want to use that with all ranged units, but I'd also like to add stray to it rather than the projectile moving to the exact location of it's target upon firing.
As something extra, I'd also like to have these point defense drones range to include vertical range so it works as a sphere rather than a vertical cylinder that goes on forever. I think I can work the doodads and terrain to incorporate this subtly, however I don't have enough knowledge on ability modification to know what to do. One solution to this I think could have something to do with differentiating between ground and air attacks.
I also wanted to create a new type of attack besides ground and air called "orbital" attacks that come from higher up air units. Since my map has a series of "caverns" with a bunch of archways and roofs, I'd like these to block these attacks to make orbital bombardment less effective in these regions.
And fuck while I'm at it how do I prevent air units from clustering up?
BASICALLY I JUST DON'T WANT THINGS TO GLITCH THROUGH THINGS I THINK IT'S DERPY.
@jmicko: GoHello, I'm trying to make it so that ranged attacks (including beams) are blocked by terrain with the missile/beam death animation activated on contact. Right now I'm feeling like the best option is to create an invisible point defense drone, but if I were to use this how could I remove the laser that destroys missiles, have it work against beams, and cause the missile/beam to explode on contact with this invisible point defense drone's coverage./
The only thing i can think of is to make a Unit without a Model attached to it and place it where the ground is, it will then be invisible because it has no model and thing would still impact it. The only problem might be is that things like a Sentry or Void ray will Continue to attack it being it doesn't break away like a Projectile would. Remove any of the Collision flags so that units, like a zergling, will not run into the building itself. lol.
@jmicko: GoI'd also like to add this ability to the mass of all units (or less for small ranged infantry such as marines or sentries so that they can still be effective) so that they are unable to attack through one another. If I do that, I'd like to have it only block ground vs ground attacks and air vs air attacks since shooting up doesn't go through anything. Although if I did this I'd like for the unit that activated it's defense drone ability to take the damage of the attack. I feel like I could do that with a trigger.//
The only way you can do this is with "Projectiles". Units such as marines do not use a projectile so it wouldn't be able to stop them from shooting 'threw' another marine in front of it. Since most air to air does use projectiles its possible. Beams though wouldn't work for the same reason it wouldnt work for a marine. With the projectile you would have to change
Field Weapon - Stalker
(Basic) Movement: Collide +
and make it hit ground/air ect.
Field Weapon - Stalker
(Basic) Movement: Collide + Ground
@jmicko: Go/Furthermore, I'd also like to if at all possible create stray fire that hits near a unit and explodes rather than hitting it directly 100% of the time, and if these stray projectiles "hit" another unit (activate their ability) for them to take the damage. How can I reduce accuracy? One thing I saw that might help with this was the primal zerg projectiles that worked like warcraft 3's old catapults. I want to use that with all ranged units, but I'd also like to add stray to it rather than the projectile moving to the exact location of it's target upon firing./
You would have to have an EFFECT that uses a Persistent and set this
Field Thor - Anti Air (Persistent)
Effect: Periodic Offsets +
Doing this will shot a projectile to the designated 'offset' when attacking. IF you want this on 'all ranged units' then all your ranged units are going to need projectiles. I dont think you can have 'random' offsets also.
The only other way to make a weapon 'miss' when attacking is to change
Field Thor - Anti Air (Damage)
(Basic) Effect: Chance 1
@jmicko: Go/I also wanted to create a new type of attack besides ground and air called "orbital" attacks that come from higher up air units. Since my map has a series of "caverns" with a bunch of archways and roofs, I'd like these to block these attacks to make orbital bombardment less effective in these regions./
If this is a "weapon" Then you can simply have change the
Hello, I'm trying to make it so that ranged attacks (including beams) are blocked by terrain with the missile/beam death animation activated on contact. Right now I'm feeling like the best option is to create an invisible point defense drone, but if I were to use this how could I remove the laser that destroys missiles, have it work against beams, and cause the missile/beam to explode on contact with this invisible point defense drone's coverage.
I'd also like to add this ability to the mass of all units (or less for small ranged infantry such as marines or sentries so that they can still be effective) so that they are unable to attack through one another. If I do that, I'd like to have it only block ground vs ground attacks and air vs air attacks since shooting up doesn't go through anything. Although if I did this I'd like for the unit that activated it's defense drone ability to take the damage of the attack. I feel like I could do that with a trigger.
Furthermore, I'd also like to if at all possible create stray fire that hits near a unit and explodes rather than hitting it directly 100% of the time, and if these stray projectiles "hit" another unit (activate their ability) for them to take the damage. How can I reduce accuracy? One thing I saw that might help with this was the primal zerg projectiles that worked like warcraft 3's old catapults. I want to use that with all ranged units, but I'd also like to add stray to it rather than the projectile moving to the exact location of it's target upon firing.
As something extra, I'd also like to have these point defense drones range to include vertical range so it works as a sphere rather than a vertical cylinder that goes on forever. I think I can work the doodads and terrain to incorporate this subtly, however I don't have enough knowledge on ability modification to know what to do. One solution to this I think could have something to do with differentiating between ground and air attacks.
I also wanted to create a new type of attack besides ground and air called "orbital" attacks that come from higher up air units. Since my map has a series of "caverns" with a bunch of archways and roofs, I'd like these to block these attacks to make orbital bombardment less effective in these regions.
And fuck while I'm at it how do I prevent air units from clustering up?
BASICALLY I JUST DON'T WANT THINGS TO GLITCH THROUGH THINGS I THINK IT'S DERPY.
Thanks for reading!
@jmicko: GoHello, I'm trying to make it so that ranged attacks (including beams) are blocked by terrain with the missile/beam death animation activated on contact. Right now I'm feeling like the best option is to create an invisible point defense drone, but if I were to use this how could I remove the laser that destroys missiles, have it work against beams, and cause the missile/beam to explode on contact with this invisible point defense drone's coverage./
The only thing i can think of is to make a Unit without a Model attached to it and place it where the ground is, it will then be invisible because it has no model and thing would still impact it. The only problem might be is that things like a Sentry or Void ray will Continue to attack it being it doesn't break away like a Projectile would. Remove any of the Collision flags so that units, like a zergling, will not run into the building itself. lol.
@jmicko: GoI'd also like to add this ability to the mass of all units (or less for small ranged infantry such as marines or sentries so that they can still be effective) so that they are unable to attack through one another. If I do that, I'd like to have it only block ground vs ground attacks and air vs air attacks since shooting up doesn't go through anything. Although if I did this I'd like for the unit that activated it's defense drone ability to take the damage of the attack. I feel like I could do that with a trigger.//
The only way you can do this is with "Projectiles". Units such as marines do not use a projectile so it wouldn't be able to stop them from shooting 'threw' another marine in front of it. Since most air to air does use projectiles its possible. Beams though wouldn't work for the same reason it wouldnt work for a marine. With the projectile you would have to change
Field Weapon - Stalker (Basic) Movement: Collide +
and make it hit ground/air ect.
Field Weapon - Stalker (Basic) Movement: Collide + Ground
Like so.
@jmicko: Go/Furthermore, I'd also like to if at all possible create stray fire that hits near a unit and explodes rather than hitting it directly 100% of the time, and if these stray projectiles "hit" another unit (activate their ability) for them to take the damage. How can I reduce accuracy? One thing I saw that might help with this was the primal zerg projectiles that worked like warcraft 3's old catapults. I want to use that with all ranged units, but I'd also like to add stray to it rather than the projectile moving to the exact location of it's target upon firing./
You would have to have an EFFECT that uses a Persistent and set this
Field Thor - Anti Air (Persistent) Effect: Periodic Offsets +
Doing this will shot a projectile to the designated 'offset' when attacking. IF you want this on 'all ranged units' then all your ranged units are going to need projectiles. I dont think you can have 'random' offsets also.
The only other way to make a weapon 'miss' when attacking is to change
Field Thor - Anti Air (Damage) (Basic) Effect: Chance 1
Change to .5 for 50% or to whatever you want.
@jmicko: Go/I also wanted to create a new type of attack besides ground and air called "orbital" attacks that come from higher up air units. Since my map has a series of "caverns" with a bunch of archways and roofs, I'd like these to block these attacks to make orbital bombardment less effective in these regions./
If this is a "weapon" Then you can simply have change the
Field Thor - Thor's Hammer (Basic) Weapon: Target Filters Required: Ground, Visible
This will simply remove the unit as target-able. Just make the unit that is in the cavern set to 'hidden' or some else the Target filters wont attack.
@jmicko: Go/And fuck while I'm at it how do I prevent air units from clustering up?/
Field Raven Movement: Separation Radius 0.625
To
Field Raven Movement: Separation Radius 3
is an example. Also
Field Raven Movement: Overlap Index
could help.
Field Raven Movement: Pathing Footprint.
Set to
Field Raven Movement: Pathing Footprint Footprint 1x1
could also help prevent clumping.