I am trying to make loki firing he's main weapon and hyperion's lasers at same time. I've unchecked all flags in both weapons(only "Can initiate attack" left), and added lasers on "Free Rorate" turret. When he's moving he fire laser, but when I'm trying order to attack something he attacking only with he's main weapon(armagedon cannon), not lasers. Any help?
you need to make sure that linked cooldown is not checked, and that the "backswing" field is set to zero. i managed to get TEN weapons firing from the same unit, somewhat unreliably, but it works great for 2-4 weapons.
Ah yes, age old dilemma. There are a few ways out of this one. Are you trying for a multi-target solution on this? That is to say, the lasers should attack things that might not be your primary target?
I'm actually in the process of developing what I would call a "super-cruiser," so I have a couple of solutions for you.
1) Make an ability, set to autocast, you don't even have to make a button. Make it a targeted effect and then set the Effect to <laser> Launch Missile or whatever you have named the effect. You can adjust the arc on the ability and the cost field for cooldown (period).
2) Make a persistent buff which periodically performs a Search Area effect and then fires the laser at a target. Note that if you put a value other than 1 in for the Search Area, you will fire the laser at that many targets. If you only have the single laser, as you do, then it's not a problem. If you put in n > 1 for targets, you'll notice that it works beautifully well as far as attacking goes. Unfortunately, all the projectiles fire at the exact same time (doesn't look good), and once you have < n units, you effectively lose firepower, as the instruction is basically "fire 1 shot at up to n targets," NOT "fire n shots at up to n targets." But there are ways around that.
Okay, so the above two should give you an idea. I'm going to elaborate on what I've done with my own cruiser as it may give you a couple of ideas.
For reference, my cruiser currently has 4 auto-targeting, coordinated anti-ground batteries, 2 auto-targeting, coordinated anti-air torpedo launchers, a main cannon which will autofire at priority targets or be manually controlled (linked to right click via smart cast). Additionally, it also has 2 bomber squadrons (6 each) and I'm working on the fighter wings now.
Here's the neat thing: My cruiser has exactly 0 weapons that actually fire. A "weapon" is actually quite restrictive. The anti-ground laser batteries and anti-air missiles were created via the 2nd method I mentioned above. Every stack of the behavior is another turret. The "coordinated" part is handled via an apply behavior, validator, and target sort. Basically when these periodic effects go off, the attack action includes a "claim target" effect which prevents the other turrets of the same type from attacking it, unless there is no other target. Weapons cannot do this - they have a "target acquire" field, but NOT a "target sort" field, which is the only way I have found to do this. Also, so that the bolts don't fire at the same time, the behaviors actually periodically call a Persistent Effect which have a random period to simulate the min/max weapon variation. Works very well.
In the case of a slow firing weapon, but one you want to have pick up targets immediately, then what you need to do is make the period on your behavior very quick, and then create a "Reload" behavior which prevents the periodic from going off when that behavior is on the unit (apply the behavior when the weapon fires).
The bomber wings also exhibit the same behavior, they have abilities which allow them to coordinate strikes and then a validator count to determine when to reload (return to the ship, then fly back out)
Anyways, the bomber launching and the main cannon are handled via abilities, as the 1st method I mentioned above. For a "Use Magazine" type action, the applied behavior won't work, there's just too much going on. However, you can fool with it enough to allow fighter-style units to launch while moving. The main cannon is an ability simply because I wanted the player to have control over it.
Oh, and that part about 0 weapons that fire? It does have "weapons," which have scan ranges and weapon ranges, but no effects. This allows for the creation of engagement distance rules (via disabling one weapon or the other through an ability or behavior). It also ensures that the "attack" stance becomes set and that the cruiser doesn't run away.
Sorry for the ramble, point is that either way will get you there, takes a bit of work, and there are different advantages to each. If you're looking for an auto-targeted bombardment-style weapon, I'd be happy to go over it step by step if need be. I wish I had a video of my monstrosity available offhand, apologies that I don't, but it's generally half-broken most of the time anyways...it's quite likely more than 40 pieces of data entry and gets unwieldy to add more to while keeping combat behavior proper.
I am trying to make loki firing he's main weapon and hyperion's lasers at same time. I've unchecked all flags in both weapons(only "Can initiate attack" left), and added lasers on "Free Rorate" turret. When he's moving he fire laser, but when I'm trying order to attack something he attacking only with he's main weapon(armagedon cannon), not lasers. Any help?
@ShadowDancer93: Go
you need to make sure that linked cooldown is not checked, and that the "backswing" field is set to zero. i managed to get TEN weapons firing from the same unit, somewhat unreliably, but it works great for 2-4 weapons.
Ah yes, age old dilemma. There are a few ways out of this one. Are you trying for a multi-target solution on this? That is to say, the lasers should attack things that might not be your primary target?
I'm actually in the process of developing what I would call a "super-cruiser," so I have a couple of solutions for you.
1) Make an ability, set to autocast, you don't even have to make a button. Make it a targeted effect and then set the Effect to <laser> Launch Missile or whatever you have named the effect. You can adjust the arc on the ability and the cost field for cooldown (period).
2) Make a persistent buff which periodically performs a Search Area effect and then fires the laser at a target. Note that if you put a value other than 1 in for the Search Area, you will fire the laser at that many targets. If you only have the single laser, as you do, then it's not a problem. If you put in n > 1 for targets, you'll notice that it works beautifully well as far as attacking goes. Unfortunately, all the projectiles fire at the exact same time (doesn't look good), and once you have < n units, you effectively lose firepower, as the instruction is basically "fire 1 shot at up to n targets," NOT "fire n shots at up to n targets." But there are ways around that.
Okay, so the above two should give you an idea. I'm going to elaborate on what I've done with my own cruiser as it may give you a couple of ideas.
For reference, my cruiser currently has 4 auto-targeting, coordinated anti-ground batteries, 2 auto-targeting, coordinated anti-air torpedo launchers, a main cannon which will autofire at priority targets or be manually controlled (linked to right click via smart cast). Additionally, it also has 2 bomber squadrons (6 each) and I'm working on the fighter wings now.
Here's the neat thing: My cruiser has exactly 0 weapons that actually fire. A "weapon" is actually quite restrictive. The anti-ground laser batteries and anti-air missiles were created via the 2nd method I mentioned above. Every stack of the behavior is another turret. The "coordinated" part is handled via an apply behavior, validator, and target sort. Basically when these periodic effects go off, the attack action includes a "claim target" effect which prevents the other turrets of the same type from attacking it, unless there is no other target. Weapons cannot do this - they have a "target acquire" field, but NOT a "target sort" field, which is the only way I have found to do this. Also, so that the bolts don't fire at the same time, the behaviors actually periodically call a Persistent Effect which have a random period to simulate the min/max weapon variation. Works very well.
In the case of a slow firing weapon, but one you want to have pick up targets immediately, then what you need to do is make the period on your behavior very quick, and then create a "Reload" behavior which prevents the periodic from going off when that behavior is on the unit (apply the behavior when the weapon fires).
The bomber wings also exhibit the same behavior, they have abilities which allow them to coordinate strikes and then a validator count to determine when to reload (return to the ship, then fly back out)
Anyways, the bomber launching and the main cannon are handled via abilities, as the 1st method I mentioned above. For a "Use Magazine" type action, the applied behavior won't work, there's just too much going on. However, you can fool with it enough to allow fighter-style units to launch while moving. The main cannon is an ability simply because I wanted the player to have control over it.
Oh, and that part about 0 weapons that fire? It does have "weapons," which have scan ranges and weapon ranges, but no effects. This allows for the creation of engagement distance rules (via disabling one weapon or the other through an ability or behavior). It also ensures that the "attack" stance becomes set and that the cruiser doesn't run away.
Sorry for the ramble, point is that either way will get you there, takes a bit of work, and there are different advantages to each. If you're looking for an auto-targeted bombardment-style weapon, I'd be happy to go over it step by step if need be. I wish I had a video of my monstrosity available offhand, apologies that I don't, but it's generally half-broken most of the time anyways...it's quite likely more than 40 pieces of data entry and gets unwieldy to add more to while keeping combat behavior proper.