OK so I'm making a Zerg hero who can spawn offensive units, a lot like carrier does, except i want that my hero attack at the same time with it's normal attack the closer I get to my point the more complicated it gets, the more I scratch my head... I tried to make behavior of spawning units but I'm not good at making completely new behaviors, tried to make it carrier like weapon but that way it doesn't use it's normal attack... In short does anyone have any idea how to make it work? BTW spawned units should attack random enemies in range which is also an issue in other words I don't want that they attack the same target that a parent unit does, in fact i don't want to have any control of them at all.
do you want your hero be like a carrier that uses a "hangar" where the units stay in if they dont attack? or should your hero just spawn a various number of normal controllable units?
<<reply 80445>>
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I want my hero to be like carrier. I know how to make my hero carrier like the problem is that than I do my hero stops using it's normal attack and I want to have that too. Also using carrier interceptors as a blueprint gives me other problem like spawned units attack targets that my hero attacks I don't want that. I want that they attack random units in range I don't want to have any control of them. I hope that explains what I want.
I'm sure it's possible to do it, it just requires a lot of editing and merging of existing abilities/effects/behaviors and I'm not very good at that.
Oh come on guys I really don't want to spoon feed people.
Basically, you need to fire two weapons at once.
Make a weapon, or one you already have, under effects use set (set containing your weapon effect and carrier intercept persistence ability).
Your solution isn't perfect for me but it's a great start and it's something i can work on now. thanks if I'm dump enough to not make this work now I let you know xD
I wish I'd found this thread before spending a couple days basically doing the same thing you did, but I guess the experience is good and your file did help me clear up a few nagging issues.
I'm actually working on a somewhat different problem, making squads of units with a leader that can replenish it's squad members up to a point but can also assign those members independent tasks. By tinkering with the Broodlord, replacing the Broodlings with Vikings I've managed to make Followers who will stay close to their Leader by default, but may be assigned to tasks within a range determined by the "Leash" variable of the Broodlord's hangar ability. As soon as you set them to move to anything not a unit, however, they head right back to their leader (which is exactly what I want).
There are still two issues I can't seem to resolve, though:
First, when the leader is killed, the followers all go kaboom too, which I definitely don't want. Unfortunately, I can see a number of reasons why this could be unavoidable but I still feel like there should be some way to make the followers into free units or somehow have the leader become a kind of ghost that can't attack, take actions other than move, or be seen my other players but would still keep the unit alive. I don't have a good enough grasp on behaviors or triggers to know how to go about this. A push in the right direction or some ideas as to which are likely to be dead ends to save me some time would be greatly appreciated here.
Second, it'd be nice to be able to program in an "everybody attack here" ability. This seems to work with the leader's standard attacks, but only when the followers are close by which is acceptable, but not optimal. Any ideas are appreciated here too, of course.
Thanks in advance to anyone listening.
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OK so I'm making a Zerg hero who can spawn offensive units, a lot like carrier does, except i want that my hero attack at the same time with it's normal attack the closer I get to my point the more complicated it gets, the more I scratch my head... I tried to make behavior of spawning units but I'm not good at making completely new behaviors, tried to make it carrier like weapon but that way it doesn't use it's normal attack... In short does anyone have any idea how to make it work? BTW spawned units should attack random enemies in range which is also an issue in other words I don't want that they attack the same target that a parent unit does, in fact i don't want to have any control of them at all.
Thanks for any help.
do you want your hero be like a carrier that uses a "hangar" where the units stay in if they dont attack? or should your hero just spawn a various number of normal controllable units?
<<reply 80445>>
.
.
.
.
I want my hero to be like carrier. I know how to make my hero carrier like the problem is that than I do my hero stops using it's normal attack and I want to have that too. Also using carrier interceptors as a blueprint gives me other problem like spawned units attack targets that my hero attacks I don't want that. I want that they attack random units in range I don't want to have any control of them. I hope that explains what I want.
I'm sure it's possible to do it, it just requires a lot of editing and merging of existing abilities/effects/behaviors and I'm not very good at that.
I am also interested interested in this. If anybody know how to do this, post.
Oh come on guys I really don't want to spoon feed people.
Basically, you need to fire two weapons at once.
Make a weapon, or one you already have, under effects use set (set containing your weapon effect and carrier intercept persistence ability).
Okay, I'll spoon feed. See attachment.
@zifoon:
Your solution isn't perfect for me but it's a great start and it's something i can work on now. thanks if I'm dump enough to not make this work now I let you know xD
Thank you Zifoon. I now have a zergling that has an ability that spawns more zerglings.
@zifoon: Go
I wish I'd found this thread before spending a couple days basically doing the same thing you did, but I guess the experience is good and your file did help me clear up a few nagging issues.
I'm actually working on a somewhat different problem, making squads of units with a leader that can replenish it's squad members up to a point but can also assign those members independent tasks. By tinkering with the Broodlord, replacing the Broodlings with Vikings I've managed to make Followers who will stay close to their Leader by default, but may be assigned to tasks within a range determined by the "Leash" variable of the Broodlord's hangar ability. As soon as you set them to move to anything not a unit, however, they head right back to their leader (which is exactly what I want).
There are still two issues I can't seem to resolve, though:
First, when the leader is killed, the followers all go kaboom too, which I definitely don't want. Unfortunately, I can see a number of reasons why this could be unavoidable but I still feel like there should be some way to make the followers into free units or somehow have the leader become a kind of ghost that can't attack, take actions other than move, or be seen my other players but would still keep the unit alive. I don't have a good enough grasp on behaviors or triggers to know how to go about this. A push in the right direction or some ideas as to which are likely to be dead ends to save me some time would be greatly appreciated here.
Second, it'd be nice to be able to program in an "everybody attack here" ability. This seems to work with the leader's standard attacks, but only when the followers are close by which is acceptable, but not optimal. Any ideas are appreciated here too, of course.
Thanks in advance to anyone listening.