It's a Missile Mover problem and a Persistent Period Duration problem.
2 things I did.
changed the Mover of the (Launch Effect) from PiercingSpinesWeapon (Unnamed) to LongBoltMissile (Unnamed)
changed the Period Duration of the (Persistent) effect from 0.016x to 0.1
Interseting to note is that at 0.016x period, it did damage to middle units only, but at 0.7 and 0.8 duration, it doesn't even FIND units to damage. At 0.1 duration, it works pretty good.
This cleared up the problem... mostly.
Your missile was moving too fast and 0.016 is too short of a period duration. A duration of 0.1 worked wonders.
1 slight problem that arose and I'm too tired to figure it out(plus I'm not really sure about Switches... I've never used them) is that it can sometimes hit 3 units. This is because it runs a search effect at whatever point the missile is at every 0.1 seconds. So, at point A, it finds 1 enemy, hits it. At point B, it finds 2 enemies, hits both, switch would appear to destroy missile.
If you limit the search from -1(no limit on units found) to 1, sometimes it finds the first unit, skips the second, then hits the third.
I'm thinking adding a behavior on the missile itself that has 2 charges, each "damage" effect instead would be a set that would damage & remove a charge. No charges = removes behavior = suicide?
Then again, might be worthwhile to check a straight missile tutorial that pierces only so many enemies, if any exist.
Apply a behavior on the unit that does a periodic Search Effect every 0.0625 seconds. The search should filter Missiles and Visible as requirements. The effect that the search applies would be either a Launch Missile effect that can only hit missile weapons, or a Damage effect that can kill missile weapons. \
Again, Point Defense Drone as your point of reference.
Behavior
Period : 0.0625
Period Count : -1
Periodic Effect : Search Area
Search Area effect
Arc : 360
Area + : X Radius, -1 Count, LaunchMissile or Damage effect
Filters : Requires Missile, Visible, EXCLUDE: Ally, Neutral, Player (or else it will also destroy yours or your allies missiles)
This song hits home for me. I get teary eyed almost every time while listening to this song.
but my fave song at the moment, kinda hard to choose. Here's a good one I like to listen to everytime I play some tunes.
I could listen to this one all day aswell.
and my last link.
My fave style of music would be any Gothic/Black Metal and it's sub-genres. Like Cradle of Filth, Kekal, Lucifer, Chronzon, D.D.T, Candlemass, Shadows Fall, Kalmah, Devildriver, Hatebreed, and many more.
Well, here's my very quick attempt. It needs some tweaking, but it's very doable.
I leave it up to you to tweak it to your heart's desire/your map's need.
Here's the basics, and what you must/can tweak to change how it operates...
Weapon's Range
Weapon's Damage Point
Effect - (PersistenDamage)'s Period Durations(as long as both are identical) (Notice I removed Pulse Cannon (Damage) from Initial, increased Period Count from 1 to 2 so that both beams can be shot at the same time, but you might not need this in your map)
might also want to try playing with the interceptor's movement speed
The shorter the weapon range, the closer the Interceptor gets to the unit, but also the less time you have to adjust the height and whatnot. The longer the weapon range, the more time you get to blend the height, and you will have to increase Period Duration/Damage Point/etc. Draw back from a longer weapon range is that interceptor won't always continue "through" the unit, sometimes it will turn around before looking as if it's attacking in melee.
It might be a bit time consuming tweaking it to look just right, but like I said, basics are there.
at the top of this forum page, or anywhere on the site/forum, you will see menu items in white text, like Home, Assets, Maps, Forums, etc etc. Under Home should be Galaxy Wiki - API Docs, click on that, then on the page that opens, you will see a section called Getting Started, the first entry is Tutorials. click on that and it brings you to a pretty up-to-date master list of tutorials. You might also find some help by using the search option in the forum. There are many people that have asked many questions you might be wanting to ask.
If you can't find any info from those, feel free to make a post.
What I see from your script, is that it plays the Stand Animation forever.
Seems you are specifying Animation 'Stand A 0 4' and that animation doesn't exist. Hell, even Stand A doesn't exist. What is happening is that since there is not Stand A 0 4, it reduces the animation name until it finds a valid one.
First it checks Stand A 0 4, failure? Do a second check
Second checks for Stand A 0, failure? Do a third check
Third, Stand A, failure?? Do a fourth check
Fourth, Stand, Success?? Play Stand Animation.
So it plays Stand animation. Forever.
There is a Stand Variation 01, however. The differences from Stand and Stand 01 are minute, practically negligible.
In the Editor, default, press Control + Shift + V and it opens up a unit previewer. Find the marine, load him up, and then you can check out all the available animations for the marine.
have a Behavior buff applied on your hero that does a search of 1 radius or whatever you want it to be, that applies a force effect for a short duration... will basically be pushing enemies out of the way, yah?
0
Hmm, been fooling around with the Hydra Tower...
It's a Missile Mover problem and a Persistent Period Duration problem.
2 things I did.
This cleared up the problem... mostly.
Your missile was moving too fast and 0.016 is too short of a period duration. A duration of 0.1 worked wonders.
1 slight problem that arose and I'm too tired to figure it out(plus I'm not really sure about Switches... I've never used them) is that it can sometimes hit 3 units. This is because it runs a search effect at whatever point the missile is at every 0.1 seconds. So, at point A, it finds 1 enemy, hits it. At point B, it finds 2 enemies, hits both, switch would appear to destroy missile.
If you limit the search from -1(no limit on units found) to 1, sometimes it finds the first unit, skips the second, then hits the third.
I'm thinking adding a behavior on the missile itself that has 2 charges, each "damage" effect instead would be a set that would damage & remove a charge. No charges = removes behavior = suicide?
Then again, might be worthwhile to check a straight missile tutorial that pierces only so many enemies, if any exist.
Anyways, bed time for me.
0
Apply a behavior on the unit that does a periodic Search Effect every 0.0625 seconds. The search should filter Missiles and Visible as requirements. The effect that the search applies would be either a Launch Missile effect that can only hit missile weapons, or a Damage effect that can kill missile weapons. \
Again, Point Defense Drone as your point of reference.
0
This song hits home for me. I get teary eyed almost every time while listening to this song.
but my fave song at the moment, kinda hard to choose. Here's a good one I like to listen to everytime I play some tunes.
I could listen to this one all day aswell.
and my last link.
My fave style of music would be any Gothic/Black Metal and it's sub-genres. Like Cradle of Filth, Kekal, Lucifer, Chronzon, D.D.T, Candlemass, Shadows Fall, Kalmah, Devildriver, Hatebreed, and many more.
0
will this map be posted on NA? I play ALOT of the actual Last Stand and I love it(5 lvl 20s), I'm very interested in seeing what this is like.
I love me some Last Stand ;)
0
@Tarkaris: Go
right click, save as.
left clicking just brings up a white browser page with ascii characters and mumbo jumbo gibberish.
0
@Keyeszx: Go
Well, here's my very quick attempt. It needs some tweaking, but it's very doable.
I leave it up to you to tweak it to your heart's desire/your map's need.
Here's the basics, and what you must/can tweak to change how it operates...
The shorter the weapon range, the closer the Interceptor gets to the unit, but also the less time you have to adjust the height and whatnot. The longer the weapon range, the more time you get to blend the height, and you will have to increase Period Duration/Damage Point/etc. Draw back from a longer weapon range is that interceptor won't always continue "through" the unit, sometimes it will turn around before looking as if it's attacking in melee.
It might be a bit time consuming tweaking it to look just right, but like I said, basics are there.
Hope that's useful.
0
@ZealNaga: Go
these have been in since patch 1.3.0.
0
at the top of this forum page, or anywhere on the site/forum, you will see menu items in white text, like Home, Assets, Maps, Forums, etc etc. Under Home should be Galaxy Wiki - API Docs, click on that, then on the page that opens, you will see a section called Getting Started, the first entry is Tutorials. click on that and it brings you to a pretty up-to-date master list of tutorials. You might also find some help by using the search option in the forum. There are many people that have asked many questions you might be wanting to ask.
If you can't find any info from those, feel free to make a post.
0
@aczchef: Go
that is NOT over-complicating it. That is EXACTLY how it should be done.
0
@OvermindedZerg: Go
What I see from your script, is that it plays the Stand Animation forever.
Seems you are specifying Animation 'Stand A 0 4' and that animation doesn't exist. Hell, even Stand A doesn't exist. What is happening is that since there is not Stand A 0 4, it reduces the animation name until it finds a valid one.
First it checks Stand A 0 4, failure? Do a second check
Second checks for Stand A 0, failure? Do a third check
Third, Stand A, failure?? Do a fourth check
Fourth, Stand, Success?? Play Stand Animation.
So it plays Stand animation. Forever.
There is a Stand Variation 01, however. The differences from Stand and Stand 01 are minute, practically negligible.
In the Editor, default, press Control + Shift + V and it opens up a unit previewer. Find the marine, load him up, and then you can check out all the available animations for the marine.
0
@Ardnived: Go
You simply add the validator 'NotMoving' to the Force Effect. If the enemy unit is stationary, push the unit. if it's moving, you are blocked.
0
@Exaken: Go
most likely it has a 1 set in the Armor reduction field or whatever its called.
0
@aczchef: Go
have a Behavior buff applied on your hero that does a search of 1 radius or whatever you want it to be, that applies a force effect for a short duration... will basically be pushing enemies out of the way, yah?
0
@aczchef: Go
your missiles or whatnot should be firing at Target Point, not Target Unit.
0
basically it's adds an element of chance, and rewards smart maze building.