So you are issuing the Attack order to your unit? To point A? And it won't fire the weapon?
You will not be able to have your unit use his weapon if there is no nearby target to acquire and shoot. When you order(in game) your unit to attack move to a location and there are no enemies between your unit and its destination, the unit will just move there. You cannot "attack ground" like a catapult or whatever. This is what is happening through your trigger.
You are most likely going to have to create an ability that emulates shooting at X distance infront of itself, and then issue an order to use your ability at unit/location.
turn it into an ability/spell that triggers the shooting animation. Think of the secret mission in the campaign where Raynor picks up that Experimental Plasma Rifle and has only so many charges. It was basically a spell that played Raynors attack animation with a custom missile.
Cool. Progress on my morph... oh god! lol. Extra work for me. The base unit and the morph animation's attachment points are SLIGHTLY off. So when I am morphing, the attachment noticably moves just a little... very annoying. Couldn't figure it out until I went and compared the morph and base unit in the previewer and noticed that... that means I have to create EXTRA attachments and extra offsets for the morphs. :| hehehe.
Hmm, not exactly sure. Have you tried using TSPriority? It might not work since the unit has a Combat - Attack Target Priority field which does just that. Although, maybe using TSPriority will prioritize the attacking unit?
If you know any code or function, possibly take a look at AI - AI Override Target Priority, AI - Tactical AI Channel, AI - Tactical AI Function, AI - Tactical AI Range fields for units. I've got no more ideas for now.
here's a post where I've got a video going. Sure, it has a Search effect tied into it because the way the weapon is designed (hitting multiple targets at the same time(I did not try TS first then throw in a Search Area effect, I did the Search first then figured out the TS afterwards, so it's not really a work around)) but the same principle applies.
Request Count: 1
Request Percentage: 1
Sorts: TS*
most of the TS are pretty straight forward.
Key thing to note is your Request Count and Request Percentage fields.
Well, here's an idea. Have your attack or ability do it's regular thing, but also apply a buff. This buff will ultimately control the damage(or whatever) part of this ability. You can modify buffs to be able to stack up to X number of times, AND also modify how many times it can be stacked PER CASTER.
So, you make this stack to 200(if your unit costs 1 supply, or 100 if unit costs 2 supply), but stack 1 PER CASTER and you've got yourself something similar.
You can modify the behavior to last X duration so it's not a "once unit A targeted unit B, unit A is useless vs unit B for the rest of match" scenario.
I gave up on the "uber" challenges. I've started making another Uber Unit, one that has a morph in it with a bunch of attachments that remain in the Base unit, the morphing unit/animation, and the Secondary unit. It's a ton of work and I probably won't have it done by this thursday(Nevjmac's friday) but I will post it when I am complete, probably within 2 weeks(maybe sooner depending on how busy I may possibly become. Things aren't set in stone yet, we shall see).
Also, the Base and Secondary unit have "modes" that can be enabled/disabled, basically morphing and modifying weapon(s) without actually using a Base 2 or Secondary 2 units. Thinking about giving the ability to morph from Base or Base Super to Secondary, and ability to morph from Secondary or Secondary Super to Base (modify the attachments to morph in a specific way/order based on if in Super Mode or Regular mode for that specific "morph". This is extra work, but I might not need to go so far, we shall see!
Here's a clear picture. Follow the instructions I set out to you and you will have working detector on ANY unit you want. YOU DO NOT ADD AN ACTOR MESSAGE FOR DETECTION.
Red Squares : All those buttons in the red squares should be pushed in. That 1 button that's not in each red square(the left-most button) do not push that one in.
Blue Square : go to the units tab.
Greend Square : Double click the Behaviors + field and find Detector(#) and then press OK and now your unit is a detector.
Behavior #1 call it Rifle Equip. This behavior will disable Flamer weapon and enable Rifle weapon.
Behavior #2 call it Flamer Equip. This behavior will enable Flamer weapon and disable Rifle weapon.
Flame Thrower Equipping button
Effect type Set Effect, throw in Remove Behavior(Rifle Equip) and Apply Behavior(Flamer Equip).
Rifle Equipping button
Effect type Set Effect, throw in Remove Behavior(Flamer Equip) and Apply Behavior(Rifle Equip).
You want your marine to start out with probably the Rifle Equip behavior on.
This plays the birth animation on create and creates a timer duration of 1.67 seconds(the duration of the birth animation for this model). When the timer expires, it plays the animation once again and resets the timer to 1.67 seconds. When the behavior goes off, it destroys the animation and also kills the timer from triggering one last time.
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Nice Kueken, I especially like Uber Stalker. Not quite what I had envisioned but I think it's sufficiently Uber.
And it's a nice take on the 'Rainbow Archon' spinning lazer beams.
Nice to see you're back up and running with your PC and the Editor.
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@Dustin374: Go
So you are issuing the Attack order to your unit? To point A? And it won't fire the weapon?
You will not be able to have your unit use his weapon if there is no nearby target to acquire and shoot. When you order(in game) your unit to attack move to a location and there are no enemies between your unit and its destination, the unit will just move there. You cannot "attack ground" like a catapult or whatever. This is what is happening through your trigger.
You are most likely going to have to create an ability that emulates shooting at X distance infront of itself, and then issue an order to use your ability at unit/location.
0
@SphereOfSilence: Go
turn it into an ability/spell that triggers the shooting animation. Think of the secret mission in the campaign where Raynor picks up that Experimental Plasma Rifle and has only so many charges. It was basically a spell that played Raynors attack animation with a custom missile.
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@Kueken531: Go
Events - Events +
change SourceCastStart to SourcePrepStart or whatever you need depending on how your spell is setup.
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@nevjmac: Go
Cool. Progress on my morph... oh god! lol. Extra work for me. The base unit and the morph animation's attachment points are SLIGHTLY off. So when I am morphing, the attachment noticably moves just a little... very annoying. Couldn't figure it out until I went and compared the morph and base unit in the previewer and noticed that... that means I have to create EXTRA attachments and extra offsets for the morphs. :| hehehe.
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@FahqueL: Go
Hmm, not exactly sure. Have you tried using TSPriority? It might not work since the unit has a Combat - Attack Target Priority field which does just that. Although, maybe using TSPriority will prioritize the attacking unit?
If you know any code or function, possibly take a look at AI - AI Override Target Priority, AI - Tactical AI Channel, AI - Tactical AI Function, AI - Tactical AI Range fields for units. I've got no more ideas for now.
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@Builder_Bob: Go
Have I seen it give any results? Have you watch my TSRANDOM weapon target RANDOM targets after EVERY SHOT FIRED?
Of course I have seen results. It's in the video.
Your turret should be turning to fire at the target. Have you tried limiting the Arc of the weapon?
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@Builder_Bob: Go
http://forums.sc2mapster.com/development/data/13501-unit-reaquiring-random-target-after-each-shot/#p11
here's a post where I've got a video going. Sure, it has a Search effect tied into it because the way the weapon is designed
(hitting multiple targets at the same time(I did not try TS first then throw in a Search Area effect, I did the Search first then figured out the TS afterwards, so it's not really a work around))
but the same principle applies.
Request Count: 1
Request Percentage: 1
Sorts: TS*
most of the TS are pretty straight forward.
Key thing to note is your Request Count and Request Percentage fields.
0
@DrHu: Go
Well, here's an idea. Have your attack or ability do it's regular thing, but also apply a buff. This buff will ultimately control the damage(or whatever) part of this ability. You can modify buffs to be able to stack up to X number of times, AND also modify how many times it can be stacked PER CASTER.
So, you make this stack to 200(if your unit costs 1 supply, or 100 if unit costs 2 supply), but stack 1 PER CASTER and you've got yourself something similar.
You can modify the behavior to last X duration so it's not a "once unit A targeted unit B, unit A is useless vs unit B for the rest of match" scenario.
0
@DrSuperEvil: Go
I gave up on the "uber" challenges. I've started making another Uber Unit, one that has a morph in it with a bunch of attachments that remain in the Base unit, the morphing unit/animation, and the Secondary unit. It's a ton of work and I probably won't have it done by this thursday(Nevjmac's friday) but I will post it when I am complete, probably within 2 weeks(maybe sooner depending on how busy I may possibly become. Things aren't set in stone yet, we shall see).
Also, the Base and Secondary unit have "modes" that can be enabled/disabled, basically morphing and modifying weapon(s) without actually using a Base 2 or Secondary 2 units. Thinking about giving the ability to morph from Base or Base Super to Secondary, and ability to morph from Secondary or Secondary Super to Base (modify the attachments to morph in a specific way/order based on if in Super Mode or Regular mode for that specific "morph". This is extra work, but I might not need to go so far, we shall see!
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@Argutaris: Go
Here's a clear picture. Follow the instructions I set out to you and you will have working detector on ANY unit you want.
YOU DO NOT ADD AN ACTOR MESSAGE FOR DETECTION.
Red Squares : All those buttons in the red squares should be pushed in. That 1 button that's not in each red square(the left-most button) do not push that one in.
Blue Square : go to the units tab.
Greend Square : Double click the Behaviors + field and find Detector(#) and then press OK and now your unit is a detector.
EDIT: Beaten to the punch!
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@grenegg: Go
Behavior #1 call it Rifle Equip. This behavior will disable Flamer weapon and enable Rifle weapon.
Behavior #2 call it Flamer Equip. This behavior will enable Flamer weapon and disable Rifle weapon.
Flame Thrower Equipping button
Effect type Set Effect, throw in Remove Behavior(Rifle Equip) and Apply Behavior(Flamer Equip).
Rifle Equipping button
Effect type Set Effect, throw in Remove Behavior(Flamer Equip) and Apply Behavior(Rifle Equip).
You want your marine to start out with probably the Rifle Equip behavior on.
EDIT: Bah beaten to it.
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@elmstfreddie: Go
http://forums.sc2mapster.com/resources/tutorials/15253-tutorial-data-the-roll-copter-drunk-marauder-etc-by/#p18
Pretty indepth tutorial.
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@DrSuperEvil: Go
nope. I just straight up added it. It was a test on how to get a targeted ability to be cast from a building.
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Behavior.x.On -> Create
Behavior.x.On -> AnimPlay Birth Birth
Behavior.x.On -> TimerSet Bomb 1.67
TimerExpired -> (right click, Add Term) TimerName Bomb : AnimPlay Birth Birth
TimerExpired -> TimerName Bomb : TimerSet Bomb 1.67
Behavior.X.Off -> Destroy
Behavior.X.Off -> TimerKill Bomb
This plays the birth animation on create and creates a timer duration of 1.67 seconds(the duration of the birth animation for this model). When the timer expires, it plays the animation once again and resets the timer to 1.67 seconds. When the behavior goes off, it destroys the animation and also kills the timer from triggering one last time.