Hi everyone, first time posting here. I'm new to map-making with SC2 and I'd like to implement a system for firing a selected unit's weapon with the left mouse button. If you've played Amiga classics like Cannon Fodder or Syndicate then you know exactly what I'm going for.
The system should work like this:
1. Left-click fires the unit's weapon
2. Right click moves the unit
3. If the player LEFT-CLICKS after giving a MOVE order then the unit should stop, fire its normal attack animation, and then continue the move order
Is this system possible? Thanks for any help. I've been reading this forum for the past week trying to learn map-making in SC2. :)
Unless you are referring to statistically classic games such as Tetris or Super Mario Bros., don't assume people know what you're talking about. Use a YouTube video example to describe it instead.
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Create a global variable of type unit, use trigger action Set Variable to initialize that variable as the unit you want. The blue colored terms below are trigger parameters you can set, including the parenthesis which opens the order functions.
Quote:
1. Left-click fires the unit's weapon
Quote:
3. If the player LEFT-CLICKS after giving a MOVE order then the unit should stop, fire its normal attack animation, and then continue the move order
Event: Mouse Clicked UI - Player Any Player clicks Left mouse button Down.
Action: Issue Order Unit - Order (THE_UNIT) to ( Stop) (Replace Existing Orders)
Action: Issue Order Unit - Order (THE_UNIT) to ( Attack targeting (Point((Mouse X position clicked in the world), (Mouse Y position clicked in the world)))) (Replace Existing Orders)
The unit will be issued an Attack move order. The unit needs a target unit to discharge its weapon (example: gauss rifle for marine). For the unit to attack the ground without any unit there, it must uses a splash ability such as Infestor's Fungal Growth. Read Data Editor tutorials to make your own "weapon" ability.
Using mouse clicks by trigger instead of the Command Card abilities will suffer from lag on battle.net.
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Quote:
2. Right click moves the unit
UI - Player Any Player clicks Right mouse button Down.
Action: Issue Order Unit - Order (THE_UNIT) to ( Move targeting (Point((Mouse X position clicked in the world), (Mouse Y position clicked in the world)))) (Replace Existing Orders)
If you are wanting a one time attack, which I think you are, go to the environment section of trigger effects and use the unit deals damage effect. Here is an example...
Unit - Make MarineDisarmed [44.98, 46.77] face (Position of PlayerTarget[1]) over 0.0 seconds
Animation - Play Attack animation for (Actor for MarineDisarmed [44.98, 46.77]) as Default, using Non Looping options and Default Time blend time
Unit - Order MarineDisarmed [44.98, 46.77] to ( Stop) (Replace Existing Orders)
Environment - Deal damage using Marine - Guass Rifle (Damage) on PlayerTarget[1] from MarineDisarmed [44.98, 46.77] with 0.0 extra damage
This will simulate the 'MarineDisarmed' unit doing a single attack from a guass rifle, animations and sounds intact. Obviously you will need to take the weapon off the units, if you dont, then you will have to modify ALOT more stuff.
I havnt tried to have the unit save its original 'move' location and requeue it. Good luck on that one.
Hi everyone, first time posting here. I'm new to map-making with SC2 and I'd like to implement a system for firing a selected unit's weapon with the left mouse button. If you've played Amiga classics like Cannon Fodder or Syndicate then you know exactly what I'm going for.
The system should work like this:
1. Left-click fires the unit's weapon
2. Right click moves the unit
3. If the player LEFT-CLICKS after giving a MOVE order then the unit should stop, fire its normal attack animation, and then continue the move order
Is this system possible? Thanks for any help. I've been reading this forum for the past week trying to learn map-making in SC2. :)
Unless you are referring to statistically classic games such as Tetris or Super Mario Bros., don't assume people know what you're talking about. Use a YouTube video example to describe it instead.
...
Create a global variable of type unit, use trigger action Set Variable to initialize that variable as the unit you want. The blue colored terms below are trigger parameters you can set, including the parenthesis which opens the order functions.
Event: Mouse Clicked
UI - Player Any Player clicks Left mouse button Down.
Action: Issue Order
Unit - Order (THE_UNIT) to ( Stop) (Replace Existing Orders)
Action: Issue Order
Unit - Order (THE_UNIT) to ( Attack targeting (Point((Mouse X position clicked in the world), (Mouse Y position clicked in the world)))) (Replace Existing Orders)
The unit will be issued an Attack move order. The unit needs a target unit to discharge its weapon (example: gauss rifle for marine). For the unit to attack the ground without any unit there, it must uses a splash ability such as Infestor's Fungal Growth. Read Data Editor tutorials to make your own "weapon" ability.
Using mouse clicks by trigger instead of the Command Card abilities will suffer from lag on battle.net.
...
UI - Player Any Player clicks Right mouse button Down.
Action: Issue Order
Unit - Order (THE_UNIT) to ( Move targeting (Point((Mouse X position clicked in the world), (Mouse Y position clicked in the world)))) (Replace Existing Orders)
...
Experiment with various trigger events and the action Issue Order to do what you want.
If you are wanting a one time attack, which I think you are, go to the environment section of trigger effects and use the unit deals damage effect. Here is an example...
Unit - Make MarineDisarmed [44.98, 46.77] face (Position of PlayerTarget[1]) over 0.0 seconds Animation - Play Attack animation for (Actor for MarineDisarmed [44.98, 46.77]) as Default, using Non Looping options and Default Time blend time Unit - Order MarineDisarmed [44.98, 46.77] to ( Stop) (Replace Existing Orders) Environment - Deal damage using Marine - Guass Rifle (Damage) on PlayerTarget[1] from MarineDisarmed [44.98, 46.77] with 0.0 extra damage
This will simulate the 'MarineDisarmed' unit doing a single attack from a guass rifle, animations and sounds intact. Obviously you will need to take the weapon off the units, if you dont, then you will have to modify ALOT more stuff.
I havnt tried to have the unit save its original 'move' location and requeue it. Good luck on that one.
Thanks for the help guys! Its great having this information in one place.
So its not possible to save the unit's move order, activate a targeted ability, and then requeue the mover order?
Change Replace Existing Orders to After Existing Orders