Is there a way to do this? I'm experimenting with weapons without linked cooldowns (i.e. can fire multiple weapons), and the effect is actually pretty cool when a battlecruiser is firing thermal lances and ATS lasers at the same time. However, in the case of units like the banshee, I'd like to be able to have the missile as a single weapon, and have the banshee be able to launch an arbitrary number of missiles (each doing individual damage) while attacking by attaching multiple weapons of the same type to it. However, this does not seem to be possible, as units ignore weapon duplicities (at least when added through data, units will not use two of the same weapon, and the UI will not show two of the same weapon. I'm fairly sure this behavior will carry over to triggers and items.)
If you look at the Colossus as well - it achieves this by creating a Set type effect that manages multiple Launch Missile effects (one per launch/attach point)
If you just want the missiles firing from the same location of the unit, create a set, and give it the launch effect as many times as you want missiles launching. Then tweak the weapon to fire the set effect instead of the individual launch effect
I've been looking for ways to trigger this stuff, and apparently there's a trigger to "create effect on unit (from unit)", which actually does precisely what I want it to do, in a much cleaner fashion (will look for galaxy version). But only for weapons with 'launch missile' type effects. 'persistent' effects, such as mothership beams, begin to fire (i.e. sound goes off, visual effect sometimes appears if my graphics are feeling nice), but do not follow through. Any idea how to fix this?
No no no, triggers for this kind of thing are bad. Setup a Create Persistent Effect.
Set the Period count (Number of effects you want to use) to how many ever missiles you want to launch. And if you want them all to launch at once set the Period Duration to 0. Set the Period Effect to the Banshee - Launch Missile effect.
This will allow you to launch how many ever missiles you want at once.
You can also create a Set for this, so your weapon would call the set and the set would call your persistent effects your persistent effects would call your launch missiles, and damage effects.
The problem is that I need to be able to dynamically add or subtract weapons, and although that method would work (and is actually pretty clever), it would still require me to duplicate weapons and effects for every number of missiles I want launched.
In that case! Check out Behaviors, this will allow you to dynamically add or take away weapons depending on the behavior on the units. You can find this in the Buff Behavior. I think there is a Modification - Weapon field.
When you add the buff it should apply the weapon, and when you take it away it should remove it.
Have you also considered manually duplicating weapons so that they're all the same but so that the editor thinks they are different? Y'know like "Missile Launcher 1" "Missile Launcher 2" "Missile Launcher 3" and then adding all of them on to the same unit? It's a bit of effort, but it might work (because if I understand you correctly, you're trying to add multiple instances of the same data entry weapon on to a single unit and that doesn't work). You can then use several behaviors (such as One Launcher, Two Launcher, Three Launcher) which enable and disable the proper amount of weapons and shift between them using triggers or an upgrade or what have you.
Is there a way to do this? I'm experimenting with weapons without linked cooldowns (i.e. can fire multiple weapons), and the effect is actually pretty cool when a battlecruiser is firing thermal lances and ATS lasers at the same time. However, in the case of units like the banshee, I'd like to be able to have the missile as a single weapon, and have the banshee be able to launch an arbitrary number of missiles (each doing individual damage) while attacking by attaching multiple weapons of the same type to it. However, this does not seem to be possible, as units ignore weapon duplicities (at least when added through data, units will not use two of the same weapon, and the UI will not show two of the same weapon. I'm fairly sure this behavior will carry over to triggers and items.)
Any ideas how to accomplish this?
You could try looking at a carrier and see how it houses multiple units and then exchange those units with baneling missiles.
If you look at the Colossus as well - it achieves this by creating a Set type effect that manages multiple Launch Missile effects (one per launch/attach point)
If you just want the missiles firing from the same location of the unit, create a set, and give it the launch effect as many times as you want missiles launching. Then tweak the weapon to fire the set effect instead of the individual launch effect
I've been looking for ways to trigger this stuff, and apparently there's a trigger to "create effect on unit (from unit)", which actually does precisely what I want it to do, in a much cleaner fashion (will look for galaxy version). But only for weapons with 'launch missile' type effects. 'persistent' effects, such as mothership beams, begin to fire (i.e. sound goes off, visual effect sometimes appears if my graphics are feeling nice), but do not follow through. Any idea how to fix this?
@MapleNormandy: Go
No no no, triggers for this kind of thing are bad. Setup a Create Persistent Effect.
Set the Period count (Number of effects you want to use) to how many ever missiles you want to launch. And if you want them all to launch at once set the Period Duration to 0. Set the Period Effect to the Banshee - Launch Missile effect.
This will allow you to launch how many ever missiles you want at once.
You can also create a Set for this, so your weapon would call the set and the set would call your persistent effects your persistent effects would call your launch missiles, and damage effects.
The problem is that I need to be able to dynamically add or subtract weapons, and although that method would work (and is actually pretty clever), it would still require me to duplicate weapons and effects for every number of missiles I want launched.
@MapleNormandy: Go
In that case! Check out Behaviors, this will allow you to dynamically add or take away weapons depending on the behavior on the units. You can find this in the Buff Behavior. I think there is a Modification - Weapon field.
When you add the buff it should apply the weapon, and when you take it away it should remove it.
edit: this also includes turrets.
But when you have duplicates of a weapon, the duplicate is ignored, hence my original problem.
@MapleNormandy: Go
Have you also considered manually duplicating weapons so that they're all the same but so that the editor thinks they are different? Y'know like "Missile Launcher 1" "Missile Launcher 2" "Missile Launcher 3" and then adding all of them on to the same unit? It's a bit of effort, but it might work (because if I understand you correctly, you're trying to add multiple instances of the same data entry weapon on to a single unit and that doesn't work). You can then use several behaviors (such as One Launcher, Two Launcher, Three Launcher) which enable and disable the proper amount of weapons and shift between them using triggers or an upgrade or what have you.
P.S. auto "duplicate" blows.
not , because weapon do no stack