Unfortunately you face a dilemma as you're right when you issue an order
it cancels everything else going on so constantly doing an attack order
on invisible units makes everything else very 'laggy' feeling. So the
trick...think about how the diamondback's weapon works ;) I've got a
working method that I just managed to get functional as of yesterday and
eventually I'll release the content just right now much like everything
else in it the code is quite ugly and undesirable to show to people.
Here's a short demo clip, you'll notice my turret still follows the
wrong dummy once or twice and that among other things (like those
unrelated errors on the side) are stuff I still have to work out before
considering it a complete system worthy of sharing:
To be more specific I'm relying on my units have dummy weapons with a
gigantic range and a very specific scan-set of targets they're looking
for (the invisible floating dummies that you can't see but are present)
and so the weapons will be constantly firing at them (doing nothing, the
effect is empty) and this drastically minimizes how often I have to send
an attack order through to force them to target the right dummy (in the
case of only one in play who cares, but when you have many of them in
close quarters like this the weapons can get confused). There is only
one dummy per actual unit and these dummies react to situations like
clicks to teleport to that location or by default they quickly move over
the battle field to try and be about 8 squares in front of the facing of
their unit. So, keep the turrets constantly aiming at their specific
dummy...and you get the illusion of proper turret activities for your
abilities :)
thanks a lot for the long explanations. There is a few issues with this method however that I foresee.
1) The planetary fortress will still have its normal attack, plus the planetary fortress normally have their cannons spinning around when idling
2) How do you set a "set of targets that they'll b looking for" . If that's the way then wouldn't any unit of the same type would get confuse by their collective 'dummies'. for example having more than one unit of the same type. Wouldn't they be simply aiming at a buffet of those 'special dummies' .
3) I've managed to get the weapon to continuosly fire during casting but still no way to aim them.
I've been trying to do this, but can't seem to get it done correctly.
I made my planetary fortress being able to fire 330mm cannon from campaign.
However there are a few issues
1) Building cannot rotate and by just adding the ability, the ability can only be cast on a certain angle ( i assume this is the building facing position ). So i changed the arc to 360.
Now it's castable but the problem is, I can't get the turret to face the position where it's casting, i manage to get it to loop the attack anims while spells is being casted, but the turret refuse to face the location. Any idea how to fix this?
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thanks a lot for the long explanations. There is a few issues with this method however that I foresee.
1) The planetary fortress will still have its normal attack, plus the planetary fortress normally have their cannons spinning around when idling 2) How do you set a "set of targets that they'll b looking for" . If that's the way then wouldn't any unit of the same type would get confuse by their collective 'dummies'. for example having more than one unit of the same type. Wouldn't they be simply aiming at a buffet of those 'special dummies' . 3) I've managed to get the weapon to continuosly fire during casting but still no way to aim them.
@tigerija: Go
but when the unit is casting an ability how does the unit attack?
I've been trying to do this, but can't seem to get it done correctly.
I made my planetary fortress being able to fire 330mm cannon from campaign. However there are a few issues
1) Building cannot rotate and by just adding the ability, the ability can only be cast on a certain angle ( i assume this is the building facing position ). So i changed the arc to 360.
Now it's castable but the problem is, I can't get the turret to face the position where it's casting, i manage to get it to loop the attack anims while spells is being casted, but the turret refuse to face the location. Any idea how to fix this?