Great idea nashadun, you might also want to look at the corruptor's fungal growth ability and just reduce its range, max count, and make it affect target unit rather than target point.
This sounds incredibly intesnive to check every time. What i would do is add a critical attack to your specific unit that only fires when a certain behavior is on the unit (validator). Make the region add the behavior to this unit when they enter the region and remove it when they leave. Probably want to add a condition that it be this type of unit so other units aren't running around with the dummy behavior on them but it's not a big deal either way.
I wouldn't shy away from triggers either, they can very easily modify stats for units and considering how rare skill choices are in most games aren't detrimental to game performance in general. You can also create your own custom UI this way to fit the needs of your game.
Edit: Basically what frOdObOlsOn said just seconds before me :P
well you could have 2 weapons on the unit at the same time, and a validator for both, one requiring an upgrade be equal or greater to a certain level, the other being under that level.
The Thor is an example of a unit that has 2 weapons at the same time, you might want to check him out as an example.
Nope, the original missile fires fine and all the links are exactly the same as far as launch sites are concerned. I've tried even more test cases and still nothing. This time i simply duplicated the entire battlecruiser unit and the duplicated missile still doesn't fire correctly. The missiles are firing precisely from the red ring under the unit denoting their origin. No amount of offsetting has adjust that thus far.
About to call it quits on this, all i really wanted to do was change the actor to a missile rather than a laser. So much grunt work for such a small gain. Wish i could say i learned something but instead everything i thought i knew about the data editor seems to make less sense now in an odd way. I adjusted so many setting and got no results whatsoever.
So I duplicated the Battlecruiser's create missile effect, creating a copy of all relevant actors and models. When i run this copied effect the duplicate projectile doesn't fire from the correct location, it starts directly below the unit and quickly moves into the correct location. I've spent hours adjusting this, starting with a very customized ability and slowly scaling it back. I'm now at the point where even just trying to keep everything EXACTLY like the original ability is creating this issue.
Having this same issue, I've tried blowing away all unit tactical AI in the editor as well and units still target the same units with the same priorities.
In terms of Projectile units, they fly out to the impact location and dissapear, but what i'd like to have is ships that can fire at a unit, but have the lasers move past the unit if they miss. I've got the missiles set to currently hit target point and not target unit. What i need to know is how to launch a missile that simply flies straight out when the unit is agro'd, i can limit the range with duration behaviors and kill effects.
Off the top of my head you could try putting a periodic effect on other units that searches for units in an area, probably a way to have it only affect the specific units you're talking about by using validators. Then have the periodic search event bestow whatever you want to happen to those units.
An example of how to get this to register in the trigger editor would be to create a dummy damage effect that does 0 damage and have a trigger event "DESIRED UNIT take DUMMY EFFECT DAMAGE", affect "triggering unit"
I believe you can make an effect that "adds behavior". Make the behavior increase speed, then add this effect to your damage set. I *THINK this will work.
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@UltiDrgn: Go
Just wanted to say got back into this plugin and with all the updates it's rockin'!
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It's kinda like the "triggering unit" command, in fact it may show in light grey at the bottom how to do it, there is often helpful advice down there.
What you're looking for is "triggering damage amount"
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Great idea nashadun, you might also want to look at the corruptor's fungal growth ability and just reduce its range, max count, and make it affect target unit rather than target point.
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@Reaperguyver: Go
This sounds incredibly intesnive to check every time. What i would do is add a critical attack to your specific unit that only fires when a certain behavior is on the unit (validator). Make the region add the behavior to this unit when they enter the region and remove it when they leave. Probably want to add a condition that it be this type of unit so other units aren't running around with the dummy behavior on them but it's not a big deal either way.
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I wouldn't shy away from triggers either, they can very easily modify stats for units and considering how rare skill choices are in most games aren't detrimental to game performance in general. You can also create your own custom UI this way to fit the needs of your game.
Edit: Basically what frOdObOlsOn said just seconds before me :P
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well you could have 2 weapons on the unit at the same time, and a validator for both, one requiring an upgrade be equal or greater to a certain level, the other being under that level.
The Thor is an example of a unit that has 2 weapons at the same time, you might want to check him out as an example.
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Nope, the original missile fires fine and all the links are exactly the same as far as launch sites are concerned. I've tried even more test cases and still nothing. This time i simply duplicated the entire battlecruiser unit and the duplicated missile still doesn't fire correctly. The missiles are firing precisely from the red ring under the unit denoting their origin. No amount of offsetting has adjust that thus far.
About to call it quits on this, all i really wanted to do was change the actor to a missile rather than a laser. So much grunt work for such a small gain. Wish i could say i learned something but instead everything i thought i knew about the data editor seems to make less sense now in an odd way. I adjusted so many setting and got no results whatsoever.
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So I duplicated the Battlecruiser's create missile effect, creating a copy of all relevant actors and models. When i run this copied effect the duplicate projectile doesn't fire from the correct location, it starts directly below the unit and quickly moves into the correct location. I've spent hours adjusting this, starting with a very customized ability and slowly scaling it back. I'm now at the point where even just trying to keep everything EXACTLY like the original ability is creating this issue.
Anyone know of a fix?
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Having this same issue, I've tried blowing away all unit tactical AI in the editor as well and units still target the same units with the same priorities.
So... bump :)
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@RileyStarcraft: Go
Thanks a ton! I've been messing around for an hour with this, learned a lot but it was about that time for a solution :)
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In terms of Projectile units, they fly out to the impact location and dissapear, but what i'd like to have is ships that can fire at a unit, but have the lasers move past the unit if they miss. I've got the missiles set to currently hit target point and not target unit. What i need to know is how to launch a missile that simply flies straight out when the unit is agro'd, i can limit the range with duration behaviors and kill effects.
Any help is appreciated!
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@NotoriousSpy: Go
Off the top of my head you could try putting a periodic effect on other units that searches for units in an area, probably a way to have it only affect the specific units you're talking about by using validators. Then have the periodic search event bestow whatever you want to happen to those units.
An example of how to get this to register in the trigger editor would be to create a dummy damage effect that does 0 damage and have a trigger event "DESIRED UNIT take DUMMY EFFECT DAMAGE", affect "triggering unit"
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@summerloud: Go
I believe you can make an effect that "adds behavior". Make the behavior increase speed, then add this effect to your damage set. I *THINK this will work.
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You can always just adjust the scale value in the editor, shouldn't be a big deal.
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I BELIEVE you're going about it backwards, open up the effect you want the actor on. Look at the events+ field on the right side there.