I have a Siege Tank type unit which can nuke in mobile and stationary mode (same ability). However, naturally the (ghost) Nuke ability won't work in Siege Mode, as the sieged up tank can not turn. I then searched all the attributes and forums and set the Ability arc from 0 to 360. Now the sieged up tank can Nuke.
New problem: Nuking now no longer requires vision. How did that happen? How can I make it work from a stationary non-rotating unit and still require vision? I haven't changed any other parameteres.
360 arcs and unturnable units work just fine for me, are you sure there isn't some additional flag or effect causing this? I know the Nuke ability reveals the impact zone during the drop, are you sure you didn't accidentally mess that up somehow?
And of course make sure the ability is actually being cast at a fogged location, if the cast range is too short the AoE might get placed at the maximum cast range rather than giving a "cannot reach target" error. I believe there is a flag to fix this directly (Wait To Spend?), if not at least the Transient flag will work, but may also allow attacking/casting other abilities during the cast.
360 arcs and unturnable units work just fine for me, are you sure there isn't some additional flag or effect causing this? I know the Nuke ability reveals the impact zone during the drop, are you sure you didn't accidentally mess that up somehow?
And of course make sure the ability is actually being cast at a fogged location, if the cast range is too short the AoE might get placed at the maximum cast range rather than giving a "cannot reach target" error. I believe there is a flag to fix this directly (Wait To Spend?), if not at least the Transient flag will work, but may also allow attacking/casting other abilities during the cast.
I literally only changed the arc of the initial ability.
What about the second paragraph? My custom ability has 500 range and gives a "must target visible location" error. Are you sure the nuke is not getting placed at the edge of your vision range as opposed to the actual target point?
Hook up a Range actor, set the cast range higher than your vision range, and explicitly cast once within ability range and once outside it, note the actual target in both cases. And while I doubt you'd be that negligent, remove all other units that could provide vision, SC2 doesn't check actual line of sight by default.
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Hi,
I have a Siege Tank type unit which can nuke in mobile and stationary mode (same ability). However, naturally the (ghost) Nuke ability won't work in Siege Mode, as the sieged up tank can not turn. I then searched all the attributes and forums and set the Ability arc from 0 to 360. Now the sieged up tank can Nuke.
New problem: Nuking now no longer requires vision. How did that happen? How can I make it work from a stationary non-rotating unit and still require vision? I haven't changed any other parameteres.
Require Target Vision is checked.
360 arcs and unturnable units work just fine for me, are you sure there isn't some additional flag or effect causing this? I know the Nuke ability reveals the impact zone during the drop, are you sure you didn't accidentally mess that up somehow?
And of course make sure the ability is actually being cast at a fogged location, if the cast range is too short the AoE might get placed at the maximum cast range rather than giving a "cannot reach target" error. I believe there is a flag to fix this directly (Wait To Spend?), if not at least the Transient flag will work, but may also allow attacking/casting other abilities during the cast.
Sometimes I'll have trouble with the vision flag too, but then adding a vision validator to the first effect solves the problem.
I literally only changed the arc of the initial ability.
@BlacKcuD: Go
What about the second paragraph? My custom ability has 500 range and gives a "must target visible location" error. Are you sure the nuke is not getting placed at the edge of your vision range as opposed to the actual target point?
Hook up a Range actor, set the cast range higher than your vision range, and explicitly cast once within ability range and once outside it, note the actual target in both cases. And while I doubt you'd be that negligent, remove all other units that could provide vision, SC2 doesn't check actual line of sight by default.