Marine Guass Rifle, Arc 0. Must be facing unit to attack. Arc slop 11.25. Turn rate 999. The marine will continue to fire at target, if it remains within 11.25 degrees of angle from original attack facing (arc 0), if not, will turn and continue to fire at target.
Change the Marine stationary turning rate to 2, then try again. The marine will begin attacking while facing forward, then stop once target unit leaves those 11.25 degrees of angle infront of his 0 Arc, and will only begin firing at the target if it returns within those 11.25 degrees or if marine FINALLY manages to turn to facing the target.
Modify Arc Slop to 360, try again. The marine will only begin firing while facing forward target, then will continue to shoot unit no matter where it is around the marine as long as it is not outside the attack range. The marine no longer needs to turn to continue shooting his target, even if it is directly behind him.
Arc Slop = Allowable firing angle outside original Arc.
More documentation in the editor. I know personally I would like to know what some of those 'Random, seemingly never used fields' do, or might do if we knew what they were for.
More documentation in the editor. I know personally I would like to know what some of those 'Random, seemingly never used fields' do, or might do if we knew what they were for.
More documentation in the... oh wait I said that already.
Ya there is(are) validators for range. I just did that in like 5-10 minutes and was like, OK, he takes damage, he cloaks. Perfect. hehe. Kueken also suggested that, but I've already done it ;)
Would be easy for someone to just go and change it, so meh. heheh.
Create an Actor called RoarSlowBuff or something, Actor Type: Model, Based On: Model Animation Style Continuous. In the Actor Events + field, create the following actor events
Behavior.YourBehavior.On
Create
Behavior.YourBehavior.Off
Destroy
and remove any others that might be there by default, like
ActorOrphan
Destroy
You only need the first 2 Events.
Just choose the proper Art - Model in the Actor. and it should show up on the affected units that have the Slow Behavior.
You might also want to modify the Hosting - Host Site Operations + field of the actor to something like SOpAttachOverhead. This changes the general position of where the buff animation will play... if you select SOpAttachCenter or SOpAttachOrigin, it will play it at the unit's center/feet, depending on the unit's attachment points. Best bet: SOpAttachOverhead.
Ranakastrasz is correct. Validating movement and using the switch effect would be best.
There are several options at your disposal.
One option is to switch to a secondary damage effect with a lower chance of dealing damage. You change the Effect - Chance field from 1(100% chance) to say 0.5 (50% chance). This basically gives a 50/50 chance of doing damage to target, but won't display the 'bullet' impact anywhere at all, I believe.
You could also change the marine's base Gauss Rifle to use a Persistent effect that creates a "straight" moving projectile that doesn't track the target, but only travels so far. You might miss the intended target, but targets behind it might still be hit.
The choice is all up to you. Personally I say stick with the first option and see how that pans out for you.
I copied the Marine Gauss Rifle weapon and started changing stuff. Right off the bat I can tell it's the Weapon that's not working, because adding the Search to the Marine weapon works fine... now I am in the process and changing EVERY little thing, one at a time.
EDIT: Solved....
So I duplicated the Marine weapon and started changing the fields to what I wanted them, starting from the very top. Everything worked fine, and then I got to the last 3 options... and noticed... I had put the Missile in the Weapon - Pathing Ammo Unit field... apparently adding your "Projectile" in this field just makes the weapon bug out. Don't know why, though. Tooltip for this field clearly states "Unit used as the missile when this weapon is fired. Not all weapons have missiles."
So I removed the missile from this field in the weapon I created, removed the duplicated marine weapon from the tank and now it fires the weapon I originally made and couldn't get working, to fire while in Siege mode...
This also begs the question "Why does adding a missile/ammo to this field, make it useable in Tank mode, but make it unable to fire while in Siege mode?"
Also been checking the other weapons that other units use, like Stalker, Battlecruiser, Hydralisk... no weapons that I can find use the Pathing Ammo Unit field...
Ah well, I got it working, finally.
Thanks, DrSuperEvil. This is the third or fourth time I've duplicated a weapon and only now just noticed it(Pathing Ammo Unit field). Your suggestion to try it again helped out! I was getting extremely frustrated!
I made all of the Ghost's abilities auto-castable. Snipe, EMP, Cloak, Nuclear Strike.
1 Custom Validator called 'Has no Shields', which I added to the Snipe. You'll see why in the video!
Made EMP cost only 25 instead of 75. 30 Seconds to auto build a nuke, no mineral cost. Removed the ghost weapon cause he would chase stuff down while I was trying to record the demonstration, lol.
Auto casts Cloak 'Life not Full;... yes yes side effect he can't uncloak if damaged. But if I did 'Caster in Combat' it would uncloak immediately and the tank would continue attacking
Auto casts Snipe 'if Biological' and 'Has no Shields'
Auto casts EMP 'Has Shields'
Auto casts Nuclear Strike 'Is Structure'
Uses Turret Siege (Sieged) while in Siege mode. Uses Turret Siege Tank in Tank Mode. It works fine in Tank mode.
Usually I make my own weapons from scratch, but I've even duplicated weapons and modified fields and still, won't work in Siege mode. Oh, the other weapons in siege mode work, though. :\
The range field has always been there for weapons, so...
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@grenegg: Go
That was... pure fail.
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@SouLCarveRR: Go
SoulCarver seems to be in a pissy mood.
Effects tab, High Templar - Psi Storm (Search), modify the Search - Search Filters field and uncheck Player, Ally and Neutral.
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@caspersc: Go
Arc Slop = Allowable firing angle outside original Arc.
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@nevjmac: Go
i'm glad you like!
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@Kueken531: Go
lol damn. I never noticed headers on the embedded video's before. AAhhh well. X_X LOL.
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Went and got my own result. Kept reworking that damn Persistent and all of a sudden it worked.
So anyways, I won't spoil what the spell is. Just watch the video, you'll see ! ! ! ! ! ! ! ! !
WEEEEEEEEEEEEEEEEEEEEE
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@nevjmac: Go
Ya there is(are) validators for range. I just did that in like 5-10 minutes and was like, OK, he takes damage, he cloaks. Perfect. hehe. Kueken also suggested that, but I've already done it ;)
Would be easy for someone to just go and change it, so meh. heheh.
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@ShadowDestroyer: Go
Create an Actor called RoarSlowBuff or something, Actor Type: Model, Based On: Model Animation Style Continuous. In the Actor Events + field, create the following actor events
and remove any others that might be there by default, like
You only need the first 2 Events.
Just choose the proper Art - Model in the Actor. and it should show up on the affected units that have the Slow Behavior.
You might also want to modify the Hosting - Host Site Operations + field of the actor to something like SOpAttachOverhead. This changes the general position of where the buff animation will play... if you select SOpAttachCenter or SOpAttachOrigin, it will play it at the unit's center/feet, depending on the unit's attachment points. Best bet: SOpAttachOverhead.
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@Azisien: Go
Ranakastrasz is correct. Validating movement and using the switch effect would be best.
There are several options at your disposal.
One option is to switch to a secondary damage effect with a lower chance of dealing damage. You change the Effect - Chance field from 1(100% chance) to say 0.5 (50% chance). This basically gives a 50/50 chance of doing damage to target, but won't display the 'bullet' impact anywhere at all, I believe.
You could also change the marine's base Gauss Rifle to use a Persistent effect that creates a "straight" moving projectile that doesn't track the target, but only travels so far. You might miss the intended target, but targets behind it might still be hit.
The choice is all up to you. Personally I say stick with the first option and see how that pans out for you.
0
Search -> Launch -> Search on Impact -> Launch
I copied the Marine Gauss Rifle weapon and started changing stuff. Right off the bat I can tell it's the Weapon that's not working, because adding the Search to the Marine weapon works fine... now I am in the process and changing EVERY little thing, one at a time.
EDIT: Solved....
So I duplicated the Marine weapon and started changing the fields to what I wanted them, starting from the very top. Everything worked fine, and then I got to the last 3 options... and noticed... I had put the Missile in the Weapon - Pathing Ammo Unit field... apparently adding your "Projectile" in this field just makes the weapon bug out. Don't know why, though. Tooltip for this field clearly states "Unit used as the missile when this weapon is fired. Not all weapons have missiles."
So I removed the missile from this field in the weapon I created, removed the duplicated marine weapon from the tank and now it fires the weapon I originally made and couldn't get working, to fire while in Siege mode...
This also begs the question "Why does adding a missile/ammo to this field, make it useable in Tank mode, but make it unable to fire while in Siege mode?"
Also been checking the other weapons that other units use, like Stalker, Battlecruiser, Hydralisk... no weapons that I can find use the Pathing Ammo Unit field...
Ah well, I got it working, finally.
Thanks, DrSuperEvil. This is the third or fourth time I've duplicated a weapon and only now just noticed it(Pathing Ammo Unit field). Your suggestion to try it again helped out! I was getting extremely frustrated!
Again, thanks!
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@Kueken531: Go
Ya that's seems like it would be a much better validator for cloaking.
3+ in the area to nuke sounds justifiable aswell. I mean, right now the ghost comes across a supply depot... and it would nuke it, lol.
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Final Bump
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@nevjmac: Go
I made all of the Ghost's abilities auto-castable. Snipe, EMP, Cloak, Nuclear Strike.
1 Custom Validator called 'Has no Shields', which I added to the Snipe. You'll see why in the video!
Made EMP cost only 25 instead of 75. 30 Seconds to auto build a nuke, no mineral cost. Removed the ghost weapon cause he would chase stuff down while I was trying to record the demonstration, lol.
Auto casts Cloak 'Life not Full;... yes yes side effect he can't uncloak if damaged. But if I did 'Caster in Combat' it would uncloak immediately and the tank would continue attacking
Auto casts Snipe 'if Biological' and 'Has no Shields'
Auto casts EMP 'Has Shields'
Auto casts Nuclear Strike 'Is Structure'
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@NoMan4Hire: Go
Uses Turret Siege (Sieged) while in Siege mode. Uses Turret Siege Tank in Tank Mode. It works fine in Tank mode.
Usually I make my own weapons from scratch, but I've even duplicated weapons and modified fields and still, won't work in Siege mode. Oh, the other weapons in siege mode work, though. :\
The range field has always been there for weapons, so...