Hey I got a complicated problem. I am trying to make a weapon have always 4 period counts, but also have the ability to hit up to 4 targets at the same time without 16 shots leaving the weapon.
I can easily make him have 4 period counts (4 shots), and can also easily make hit him 4 targets ([Effects] Search). The problem I am having is if I have the search effect, the weapon basically hits each of the 4 targets 4 times each in a sense giving this little dude 16 shots per period.
That is not good lol. It's gotta be 4 shots always. never more, never less. But being able to leave the unit with seperate projectiles hitting seperate units.
example: Unit shoots weapon. 2 enemies on front of the unit. 2 shots hits each enemy.
Unit shoots weapon. 4 enemies on front of the unit. 1 shot hits each enemy.
Unit shoots weapon. 3 enemies on front of the unit. 2 shots hit 1 enemy, 1 shot each hit the other 2.
Unit shots weapon. 1 enemy on front of the unit. 4 shots hit the 1 enemy.
Idk how to do this perfectly but the best i can do is try to send u in the right direction. What you can do is have the search effect as the periodic effect for the persistent effect. This is sorta were idk where to precede, because if you just that what might happen is that each search will only find the same target each time or that even if there 3 units it might end up 1 unit get hit 3 times and another get hit once, basically it could be random targets for each shot. Try messing around w/ search filters and u might wanna look into markers and validators.
Instead of it calling 4 seperate effects, you can have a persistent shoot 4 times... either all at once, or with a delay.
Tie the effects together in this order: Weapon > Persistent > Search > Damage.
The persistent will then call 4 shots (giving it 4 periods), then those 4 shots will follow the guidelines of the search perimeter. You can set the arc of the weapon to fire only in so wide of a angle and it's target sorting to prioritize units in different fashions. (i.e. Highest HP, lowest HP, range to target, range from primary target, random, etc)
Instead of it calling 4 seperate effects, you can have a persistent shoot 4 times... either all at once, or with a delay.
Tie the effects together in this order: Weapon > Persistent > Search > Damage.
The persistent will then call 4 shots (giving it 4 periods), then those 4 shots will follow the guidelines of the search perimeter. You can set the arc of the weapon to fire only in so wide of a angle and it's target sorting to prioritize units in different fashions. (i.e. Highest HP, lowest HP, range to target, range from primary target, random, etc)
A step by step Tutorial of this would be great, I am myself just now starting to dive into this editor and frankly it is quite confusing at the moment.
Just checked back and found the reply, really awesome of yah bro. I will be looking into this and a few other mods and with this I should be able to put some serious attempts into my map. Really appreciate it!
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Hey I got a complicated problem. I am trying to make a weapon have always 4 period counts, but also have the ability to hit up to 4 targets at the same time without 16 shots leaving the weapon.
I can easily make him have 4 period counts (4 shots), and can also easily make hit him 4 targets ([Effects] Search). The problem I am having is if I have the search effect, the weapon basically hits each of the 4 targets 4 times each in a sense giving this little dude 16 shots per period.
That is not good lol. It's gotta be 4 shots always. never more, never less. But being able to leave the unit with seperate projectiles hitting seperate units.
example: Unit shoots weapon. 2 enemies on front of the unit. 2 shots hits each enemy.
Unit shoots weapon. 4 enemies on front of the unit. 1 shot hits each enemy.
Unit shoots weapon. 3 enemies on front of the unit. 2 shots hit 1 enemy, 1 shot each hit the other 2.
Unit shots weapon. 1 enemy on front of the unit. 4 shots hit the 1 enemy.
Anyone know how to do this? please share :)
@Covet78:
Idk how to do this perfectly but the best i can do is try to send u in the right direction. What you can do is have the search effect as the periodic effect for the persistent effect. This is sorta were idk where to precede, because if you just that what might happen is that each search will only find the same target each time or that even if there 3 units it might end up 1 unit get hit 3 times and another get hit once, basically it could be random targets for each shot. Try messing around w/ search filters and u might wanna look into markers and validators.
hope this helps
@Covet78: Go
Instead of it calling 4 seperate effects, you can have a persistent shoot 4 times... either all at once, or with a delay.
Tie the effects together in this order: Weapon > Persistent > Search > Damage.
The persistent will then call 4 shots (giving it 4 periods), then those 4 shots will follow the guidelines of the search perimeter. You can set the arc of the weapon to fire only in so wide of a angle and it's target sorting to prioritize units in different fashions. (i.e. Highest HP, lowest HP, range to target, range from primary target, random, etc)
@FrozenFirebat: Go
I can see the logic now. Going to play around with it. it should work nicely. Thanks a bunch.
Awsome. Works great. Thanks so much :)
A step by step Tutorial of this would be great, I am myself just now starting to dive into this editor and frankly it is quite confusing at the moment.
@Samecoin: Go
ok... just did.
http://forums.sc2mapster.com/development/tutorials/6148-tutorial-persistent/
This should fill in any questions you have about persistent effects.
@FrozenFirebat: Go
Just checked back and found the reply, really awesome of yah bro. I will be looking into this and a few other mods and with this I should be able to put some serious attempts into my map. Really appreciate it!