i started working on a conversion of the 1996 RTS game "Z" and im having trouble duplicating that games behavior in the editor
i already changed the attacks of the units to ballistic, making them dodgeable, what i need now is a way to make attacking units not always hit, ie introduce a random inaccuracy in their attacks - can anyone help me with this?
shots that miss seem to travel on for a long time - is there a way to limit their range?
i also didnt get "parabola" as a mover type to work - my missiles always just hang in the air when i select parabola, anyone know whats up with that?
I asked people this back when the editor first was released in Beta. At that time people were still scratching there heads and getting their feet wet. So im curious too see what people will say now. This is also a psuedo-bump lol.
thats not exactly what i was searching for. i want units to fire inaccurately, most attacks will have big splash damage so they still do damage even when they dont hit the unit
so is there a way to make units fire inaccurately?
Don't know about using Sorts for it, but you could create a persistent effect, give it several offsets and select random offset. I just tried it out to see if it would work. Here's a stalker that blinks a little unpredictably.
Remember in the campaign the ability that you could research for wraiths that would make 20% or whatever of attacks against them miss? Take that, copy it, and then remove the cloaking flag requirement? That's more 'unit-side' attack missing, so maybe that helps?
problem is i want players to be able to dodge attacks themselves, so it cant be unit-side. it has to correspond to whats happening on the field - if a laser trooper misses, he misses, if he hits, he hits. if you move your unit away from the attack, it misses and you dont get damaged
Well here's a suggestion then. Click the link in my signature. That's the thread for my FPS engine. It's not open source perse because I did it all myself but it IS available for anybody to use in part or in total. Specifically check out the missile launcher weapon. It fires a projectile along a line. Anyway, what is pertinent to this question is how my missile registers if it hits a unit or not. That's the 'unit impact operator' custom function. Basically when it's callec, it checks the point given to it. If there's a unit within a circular region centered on the point with radius of 1, it adds that unit to a unit group. Then it takes the unit in that unit group (all units within distance of 1 from the point you gave the function) that is closest to said point, and sees if the point is within that unit's radius.
Anyway what that has to do with your map is basically that you can adapt my unit impact function and adapt it to your purposes. If I understand you correctly, what you're doing is having a unit shoot at another unit. So you'd run my function every .001 seconds, giving it the location of the fired projectile as its point parameter. If the hero unit that got shot at is within a range you'd specify in the custom function, then the unit impact operator will return the hero unit that was shot at. That would mean that the unit was hit. Otherwise if it missed, meaning that the hero that was shot at is NOT within a certain range of the projectile, then it will return no unit.
Does that make sense? If not let me know and I'll try to be more clear. Also if you want I can adapt the custom function to your purpose myself, rather than you having to do it yourself. Lemme know if that helps/works for your purposes, yeah?
ok, i made some progress in the last 3 days but im still unable to do what i want
basically what i did now is give the weapon projectile a behaviour that times out randomly and makes it explode with splash damage. this way, the weapon will not always explode directly at the target unit, but at random points in front or in the back of it
i changed the mover of the projectile to ballistic, so it doesnt auto-hit. is there any way to introduce a random offset in the mover? i tried giving it a wave overlay over the ballistic mover, but it still always hits if the target unit doesnt move
so basically im looking for a way to make my missile travel not to the target location but to random points around it - anybody got any idea how to do this?
give the launch missile effect a finish effect with splash damage
HOWEVER: this will not work if
a) validators in any of your components prevent the effect from running, so best just delete them all
b) for the launch missile effect the impact location has to be set to "target point" and the source location to "caster unit". OTHERWISE NOTHING WILL HAPPEN. thats basically what made me try around for 3 days
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i started working on a conversion of the 1996 RTS game "Z" and im having trouble duplicating that games behavior in the editor
i already changed the attacks of the units to ballistic, making them dodgeable, what i need now is a way to make attacking units not always hit, ie introduce a random inaccuracy in their attacks - can anyone help me with this?
shots that miss seem to travel on for a long time - is there a way to limit their range?
i also didnt get "parabola" as a mover type to work - my missiles always just hang in the air when i select parabola, anyone know whats up with that?
bump
I asked people this back when the editor first was released in Beta. At that time people were still scratching there heads and getting their feet wet. So im curious too see what people will say now. This is also a psuedo-bump lol.
Assuming the dodge chance is based on the weapon and not the unit being attacked, it's a critical strike ability with negative damage modification.
Try http://forums.sc2mapster.com/development/map-development/2562-critical-strike-issue-and-item-activation-issue/
As for limiting missile range, the first thing that comes to mind is giving the missiles a timed lives.
thats not exactly what i was searching for. i want units to fire inaccurately, most attacks will have big splash damage so they still do damage even when they dont hit the unit
so is there a way to make units fire inaccurately?
i figured this out in the beta give me one second
How about looking into Target Sorts...
could make the weapon randomly target a point on the ground in the area of the Target.
Im thinking thats what your looking for anyways
where do i find target sorts?
Don't know about using Sorts for it, but you could create a persistent effect, give it several offsets and select random offset. I just tried it out to see if it would work. Here's a stalker that blinks a little unpredictably.
thanks for the help, but that seems to work with blink, but not with weapon damage, or at least i cannot do it
anyone got any idea? im halfway done with the map, but all the unit attacks are still missing
Remember in the campaign the ability that you could research for wraiths that would make 20% or whatever of attacks against them miss? Take that, copy it, and then remove the cloaking flag requirement? That's more 'unit-side' attack missing, so maybe that helps?
problem is i want players to be able to dodge attacks themselves, so it cant be unit-side. it has to correspond to whats happening on the field - if a laser trooper misses, he misses, if he hits, he hits. if you move your unit away from the attack, it misses and you dont get damaged
Well here's a suggestion then. Click the link in my signature. That's the thread for my FPS engine. It's not open source perse because I did it all myself but it IS available for anybody to use in part or in total. Specifically check out the missile launcher weapon. It fires a projectile along a line. Anyway, what is pertinent to this question is how my missile registers if it hits a unit or not. That's the 'unit impact operator' custom function. Basically when it's callec, it checks the point given to it. If there's a unit within a circular region centered on the point with radius of 1, it adds that unit to a unit group. Then it takes the unit in that unit group (all units within distance of 1 from the point you gave the function) that is closest to said point, and sees if the point is within that unit's radius.
Anyway what that has to do with your map is basically that you can adapt my unit impact function and adapt it to your purposes. If I understand you correctly, what you're doing is having a unit shoot at another unit. So you'd run my function every .001 seconds, giving it the location of the fired projectile as its point parameter. If the hero unit that got shot at is within a range you'd specify in the custom function, then the unit impact operator will return the hero unit that was shot at. That would mean that the unit was hit. Otherwise if it missed, meaning that the hero that was shot at is NOT within a certain range of the projectile, then it will return no unit.
Does that make sense? If not let me know and I'll try to be more clear. Also if you want I can adapt the custom function to your purpose myself, rather than you having to do it yourself. Lemme know if that helps/works for your purposes, yeah?
ok, i made some progress in the last 3 days but im still unable to do what i want
basically what i did now is give the weapon projectile a behaviour that times out randomly and makes it explode with splash damage. this way, the weapon will not always explode directly at the target unit, but at random points in front or in the back of it
i changed the mover of the projectile to ballistic, so it doesnt auto-hit. is there any way to introduce a random offset in the mover? i tried giving it a wave overlay over the ballistic mover, but it still always hits if the target unit doesnt move
so basically im looking for a way to make my missile travel not to the target location but to random points around it - anybody got any idea how to do this?
finally did it. its not hard at all
create a persistent effect with random offsets
make this effect run your launch missile effect
give the launch missile effect a finish effect with splash damage
HOWEVER: this will not work if a) validators in any of your components prevent the effect from running, so best just delete them all b) for the launch missile effect the impact location has to be set to "target point" and the source location to "caster unit". OTHERWISE NOTHING WILL HAPPEN. thats basically what made me try around for 3 days