It took a fair amount of digging, but I finally figured out how to duplicate the Phoenix weapon and make any weapon allow firing while moving. Marine power sliding is ridiculously awesome.
I had another idea, and I haven't a clue how to implement it. Is there a way to...
A) Somehow debuff the firing while moving attack? Realistically, you should not be as accurate while moving as while standing still. I wanted to express that in SC2 as the moving firing dealing less damage. How could I approach this?
or
B) Equipping a "while moving" weapon. A weapon that is only on a unit while it is moving. While it's standing still, or when it stops moving, it reverts back to whatever weapon was equipped before. I've seen that whole page on behaviour modifications that allows adding turrets/turret weapons/weapons and I know I can enable a weapon on a unit, but how can I enable it only while moving? I presume there may be some sort of validator involved, but oh man, am I ever a noob with this stuff. Is this possible and/or a better option?
Ranakastrasz is correct. Validating movement and using the switch effect would be best.
There are several options at your disposal.
One option is to switch to a secondary damage effect with a lower chance of dealing damage. You change the Effect - Chance field from 1(100% chance) to say 0.5 (50% chance). This basically gives a 50/50 chance of doing damage to target, but won't display the 'bullet' impact anywhere at all, I believe.
You could also change the marine's base Gauss Rifle to use a Persistent effect that creates a "straight" moving projectile that doesn't track the target, but only travels so far. You might miss the intended target, but targets behind it might still be hit.
The choice is all up to you. Personally I say stick with the first option and see how that pans out for you.
You could even add multiple weapons to the unit and a linked cooldown. Prioritize the 'standing' weapon over the moving weapon. This way you can have different rates of fire, to simulate that you can't go full auto while running around. Just a possibility though, the above suggestions are good, i'd probably use the switch myself.
The effect switch is the simplest, and I'd go with that myself. If you're curious about even more methods, you could have two weapons on the unit: one that can be used while moving, and a more powerful one that cannot. Simply make the standing version the first weapon and give them a linked cooldown and the unit will choose automatically.
Also I think you could add a behavior to the unit that debuffs damage, and use a validator to choose whether that behavior is active? If the unit was able to use multiple weapons, this would allow you to give a relative damage penalty to any weapon while moving.
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Hey all.
It took a fair amount of digging, but I finally figured out how to duplicate the Phoenix weapon and make any weapon allow firing while moving. Marine power sliding is ridiculously awesome.
I had another idea, and I haven't a clue how to implement it. Is there a way to...
A) Somehow debuff the firing while moving attack? Realistically, you should not be as accurate while moving as while standing still. I wanted to express that in SC2 as the moving firing dealing less damage. How could I approach this?
or
B) Equipping a "while moving" weapon. A weapon that is only on a unit while it is moving. While it's standing still, or when it stops moving, it reverts back to whatever weapon was equipped before. I've seen that whole page on behaviour modifications that allows adding turrets/turret weapons/weapons and I know I can enable a weapon on a unit, but how can I enable it only while moving? I presume there may be some sort of validator involved, but oh man, am I ever a noob with this stuff. Is this possible and/or a better option?
I would suggest using a switch effect, with validation for movement/non movement.
@Azisien: Go
Ranakastrasz is correct. Validating movement and using the switch effect would be best.
There are several options at your disposal.
One option is to switch to a secondary damage effect with a lower chance of dealing damage. You change the Effect - Chance field from 1(100% chance) to say 0.5 (50% chance). This basically gives a 50/50 chance of doing damage to target, but won't display the 'bullet' impact anywhere at all, I believe.
You could also change the marine's base Gauss Rifle to use a Persistent effect that creates a "straight" moving projectile that doesn't track the target, but only travels so far. You might miss the intended target, but targets behind it might still be hit.
The choice is all up to you. Personally I say stick with the first option and see how that pans out for you.
You could even add multiple weapons to the unit and a linked cooldown. Prioritize the 'standing' weapon over the moving weapon. This way you can have different rates of fire, to simulate that you can't go full auto while running around. Just a possibility though, the above suggestions are good, i'd probably use the switch myself.
The effect switch is the simplest, and I'd go with that myself. If you're curious about even more methods, you could have two weapons on the unit: one that can be used while moving, and a more powerful one that cannot. Simply make the standing version the first weapon and give them a linked cooldown and the unit will choose automatically.
Also I think you could add a behavior to the unit that debuffs damage, and use a validator to choose whether that behavior is active? If the unit was able to use multiple weapons, this would allow you to give a relative damage penalty to any weapon while moving.