So i equiped a tank with a move while shooting weapons. and it works exactly like the diamondback would. but its not what im looking for
the problem is you the player have no option to choose which target the tank attacks while moving. to choose the tanks target forces the tank to stop moving.
go to the unit editor, find the tank, then go too weapons.. and remove the turret (leave the other one) Problem should be solved. (though i not quite sure what you are asking for, i just know that its "turret" related :P
jinxxx this didn't work. this only made the cannons gun not rotate
curgyr the diamond back (and any other unit set up with this) can move and attack a target that isn't moving.
that problem is you can only move and attack while being issued a move command. If you issue it an attack command you stop moving. meaning the player cannot choose or change targets without stopping the unit.
i haven't found a way to achieve this in the data editor so i guess it'll have to be triggered. now i gotta figure out if you can rotate the turret independtly via triggers. dont have time right now tho.
Well the problem is you want the unit to behave stupidly instead of intelligently. Im not sure if you can change that. It might be some internal GE setting that says: if you can attack and move at the same time, why not? Lol..Sorry.
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wow?? what kinda reply is that? you still are not understanding what im saying. why does the unit have to stop moving when you choose an attack target.????@zeldarules28: Go
example. Your tank is moving and 3 zerg pop up out of the ground. say a hydralisk and 2 super beefed up zerglings. the hydralisk spawns the furthest away. so the tank auto targets the first zergling and begins to shoot while moving. which is good ok. BUT you want him for some reason to attack the hydralisk instead. which is in range but not the tanks choice of autotarget. so your only option is to right click the hydralisk or Hit "A" for attack and click the hydralisk. Either way will result in your tank STOPPING. giving the zerglings a chance to catch up to you.
the problem is you the player have no option to choose which target the tank attacks while moving. how is that wanting the tank to behave stupidly.
So anyways.. I think I have a solution... Only because of your scenario.
When using a diamonback in the campaign, if you issued an attack order it would stop for that the target, but then I would just reissue the move command to send it on it's merry way while still firing. So I imagine ur tank does the same but u want it to be seemless instead of reissuing the move command.
So try a trigger that saves the move location to a variable then when an attack order is given make a trigger react and tell the tank to move to said variable location.
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So i equiped a tank with a move while shooting weapons. and it works exactly like the diamondback would. but its not what im looking for
the problem is you the player have no option to choose which target the tank attacks while moving. to choose the tanks target forces the tank to stop moving.
I'm am severely un-skilled with the toolset at the moment, but since no one has replied to this I figure I'll take a shot.
In theory, wouldn't the diamondback not move/attack at same time unless chasing a moving target? I'm not sure. Just thought I'd throw that out there.
@mothmann: Go
go to the unit editor, find the tank, then go too weapons.. and remove the turret (leave the other one) Problem should be solved. (though i not quite sure what you are asking for, i just know that its "turret" related :P
jinxxx this didn't work. this only made the cannons gun not rotate
curgyr the diamond back (and any other unit set up with this) can move and attack a target that isn't moving.
that problem is you can only move and attack while being issued a move command. If you issue it an attack command you stop moving. meaning the player cannot choose or change targets without stopping the unit.
i haven't found a way to achieve this in the data editor so i guess it'll have to be triggered. now i gotta figure out if you can rotate the turret independtly via triggers. dont have time right now tho.
Well the problem is you want the unit to behave stupidly instead of intelligently. Im not sure if you can change that. It might be some internal GE setting that says: if you can attack and move at the same time, why not? Lol..Sorry.
wow?? what kinda reply is that? you still are not understanding what im saying. why does the unit have to stop moving when you choose an attack target.????@zeldarules28: Go
example. Your tank is moving and 3 zerg pop up out of the ground. say a hydralisk and 2 super beefed up zerglings. the hydralisk spawns the furthest away. so the tank auto targets the first zergling and begins to shoot while moving. which is good ok. BUT you want him for some reason to attack the hydralisk instead. which is in range but not the tanks choice of autotarget. so your only option is to right click the hydralisk or Hit "A" for attack and click the hydralisk. Either way will result in your tank STOPPING. giving the zerglings a chance to catch up to you.
the problem is you the player have no option to choose which target the tank attacks while moving. how is that wanting the tank to behave stupidly.
Lol u showed him. I liked that.
So anyways.. I think I have a solution... Only because of your scenario. When using a diamonback in the campaign, if you issued an attack order it would stop for that the target, but then I would just reissue the move command to send it on it's merry way while still firing. So I imagine ur tank does the same but u want it to be seemless instead of reissuing the move command.
So try a trigger that saves the move location to a variable then when an attack order is given make a trigger react and tell the tank to move to said variable location.