Hey, the effect which creates the interceptors doesnt have a field Effect: Effect - Spawn field it doesnt use (create unit), however i did find that particular field on the create unit cluster bomb, but changing that to kills to caster dont work.
Hey, the kills to caster behavior sounded like a great solution but i tried applying it to the `interceptor birds` and it didnt give any kills to birdman. so im going to try the way the guy above mentioned, though if i could get the kills to caster behavior to work would be awesome.
still open to suggestions.
btw, the clusterbomb that the bird interceptors fire are also a unit on its own in the data editor, so kills to caster must also be applied to clusterbomb?
I have a hero in my map called Birdman as you can see in the screen below he has a carrier like ability where birds will throw clusters on the ground. In my game heroes get life for every kill they make however, kills made by the "interceptor birds" do not count for birdman so its really hard to get birdmans life up :(
anyone know how i can somehow redirect the kills of the escorts like to the main unit so that it would act as if the kill was made by birdman?
I´ve been messing around a lot in the behaviors and effects of the ability and turned everything off that could possibly stop an order or disable anything on the unit and now it works :D:D
for anyone who is interested on how i fixed it:
apparently it happend because the behavior disabled the abilities of the units and they dont go in to idle state after. To fix it i disabled the abilities being turned off for the recall and they would just move on with their order after the recall.
For the queen shockwave it couldnt work this way because turning abilities off in this behavior makes the units stand still and if i would remove the abilities being turned off flag the ability would lose it goals so for this i fixed it by not stopping their abilities but setting their max movement speed to 0.1 for the duration of the behavior which creates almost the same effect as if they were standing still and i supressed the attack so they cant attack but still be able to move. Now the behavior has the same effect as the queen shockwave only the unit doesnt lose his order.
I have an anti idle trigger in my map cause all units are suppose to be attacking a certain target point. The anti idle trigger works perfectly but sometimes when a hero uses an ability on the unit such as recall, after they got teleported to the hero, they just stand still and they wont trigger the anti idle trigger. My main question is, why do the units that get recalled which look like they dont have an order cause they are just standing still, not get triggered by my anti idle trigger?
The same thing also goes for units that get hit by the queen shockwave ability, it looks like they are doing nothing but apparently they dont go in an idle state.
I was thinking about giving the unit that get hit by either of those abilities a senseless order so after that order they hit the idle state again. But i cant seem to reference to the units being hit by the ability.
I also noticed the ability seemed to have an effect field which says clear order que and was enabled, i disables it and it had no effect
Anyone know why? or maybe a way to make this work?
I have created a new hero in my game which uses the brood lord ability of spawning escorts.
What has worked so far is i got the weapon working for the new unit and make it spawn 4 escorts at a time and has a cargo max of 20 escorts works perfectly.
But then something weird started happening, whenever an air unit is wihtin the attacking range of the hero the escorts just wander off flying around like 20 range from the main unit and dont attack anything, then they come flying back and start attacking again. This only happens when there are air units, with attacking ground units it works fine, the escorts arent even suppose to be able to attack air. I tried using the leash which should depend how far the escort can travel from the main unit, but this doesnt seem to have any effect... i coudlnt find anything more i tried changing a lot. Just to know why would be great!
Okay so i have searched a lot on the inet for people trying to fix this problem, the thing is that all of the posts eventually end with the author giving up like this one:
yeh but the thing is, if i just add the bunker effect to the medivac it isnt able to attack while moving because the heroes weapons dont allow attack while moving this is why it wasnt working in the first place, as far as i know the bunker effect which makes cargo units being able to attack is he "redirect" ability and i already tried it this way, which isnt gonne work out as long as the cargo units inside havent got a weapon which can attack while moving. So this is why i had to make seperate weapons for the heroes which do allow attack while moving. And then there is the problem that for example if i put 2 heroes of the same type in there it will only give 1 weapon when it should give 2 times the weapon. And also when i have different heroes in there and it has multiple weapons of different types, it wont fire them at the same time, it will just use 1 weapon at a time.
Probably fixing that stuff with the triggers isnt the most efficient way but for now it is the only thing i could come up with and it does work.
However the problem of the vehicle not getting the same weapon multiple times and firing weapons at the same time still exists.
I might have come up with an idea now how to fix my 2 problems, im gonne try switching the heroes weapons while loading cargo(to the same weapon but which can attack while moving) and while unloading cargo(switch back to the original weapon) and have the cargo attack via redirect instead of adding the heroes weapon to the vehicle.
apparently weapons not being able to fire at the same time was because of me having linked cooldown checked at the weapon options field.
I now made it so that heroes switch weapon entering/leaving the vehicle, this fixes my problem with having multiple weapons of the same kind on a vehicle cause now the cargo is attacking individually not the vehicle.
only problem left is that the cargo wont attack while the vehicle is moving, strange thiing is, when i unload the unit without removing the vehicle weapon for the unit it is able to attack while moving, but when i put it in the vehicle it cant attack while the vehicle moves, only when it stands still. anyone?
Pls anyone who can help me?' I feel like im just doing random stuff some guy suggested and wasting a lot of time.. so would be awesome to get some feedback if its actually possible to do this the way im approaching.
Hey, i think i did what you said and it works, but is this really the way to do it?
I made copies of the hero weapons and adjusted them so they work like tower defense kinda towers, then i made a trigger which adds and a trigger that removes the weapons from the vehicle if the specified unit type enters/leaves the vehicle see the triggers below:
Now if this is the correct way, the only thing i want to know is how to add multiple weapons of the same type to a single unit. and how do i let the unit use multiple weapons at the same time?
anyone?
i dont understand.. you mean like, i take all the weapons from my different heroes in the game, add them to the vehicle and let the vehicle use the specified weapon whenever the hero with the same weapon enters the vehicle?
how is it going to know if there are like 6 of the same hero in the vehicle, it seems like you cannot add multiple weapons of the same type to a single unit?
if the hero isnt able to attack while moving outside the vehicle, how does this make them being able to attack while moving inside the vehicle? I would have to copy every heroes weapon and make every copy so that this weapon attacks while moving. and add this specific weapon copy to the vehicle whenever the hero with the specific type weapon that doesnt fire while moving enters the vehicle, and remove it when he leaves
it seems like a lot of work for such a simple thing. is this really how you want me to do it?
I have a map with heroes and i was creating a new feature where you can put your heroes in a car and they will be able to perform their regular attack from the vehicle they are traveling in, sort of like a drive by shooting with your heroes. Anyhow, i have made it so that the units only attack when the vehicle is standing still with the redirect ability but... is there a way to make it possible to have the cargo units attack while your moving the vehicle?? I couldn't find anything in the data editor, any suggestions how to make this work?
0
@Kueken531: Go
Hey, the effect which creates the interceptors doesnt have a field Effect: Effect - Spawn field it doesnt use (create unit), however i did find that particular field on the create unit cluster bomb, but changing that to kills to caster dont work.
0
@Kueken531: Go
Hey, the kills to caster behavior sounded like a great solution but i tried applying it to the `interceptor birds` and it didnt give any kills to birdman. so im going to try the way the guy above mentioned, though if i could get the kills to caster behavior to work would be awesome. still open to suggestions.
btw, the clusterbomb that the bird interceptors fire are also a unit on its own in the data editor, so kills to caster must also be applied to clusterbomb?
mehh im confused
0
Hi,
I have a hero in my map called Birdman as you can see in the screen below he has a carrier like ability where birds will throw clusters on the ground. In my game heroes get life for every kill they make however, kills made by the "interceptor birds" do not count for birdman so its really hard to get birdmans life up :(
anyone know how i can somehow redirect the kills of the escorts like to the main unit so that it would act as if the kill was made by birdman?
thnx
0
@Rice87: Go
I´ve been messing around a lot in the behaviors and effects of the ability and turned everything off that could possibly stop an order or disable anything on the unit and now it works :D:D
for anyone who is interested on how i fixed it:
apparently it happend because the behavior disabled the abilities of the units and they dont go in to idle state after. To fix it i disabled the abilities being turned off for the recall and they would just move on with their order after the recall.
For the queen shockwave it couldnt work this way because turning abilities off in this behavior makes the units stand still and if i would remove the abilities being turned off flag the ability would lose it goals so for this i fixed it by not stopping their abilities but setting their max movement speed to 0.1 for the duration of the behavior which creates almost the same effect as if they were standing still and i supressed the attack so they cant attack but still be able to move. Now the behavior has the same effect as the queen shockwave only the unit doesnt lose his order.
0
Hi ppl.
I have an anti idle trigger in my map cause all units are suppose to be attacking a certain target point. The anti idle trigger works perfectly but sometimes when a hero uses an ability on the unit such as recall, after they got teleported to the hero, they just stand still and they wont trigger the anti idle trigger. My main question is, why do the units that get recalled which look like they dont have an order cause they are just standing still, not get triggered by my anti idle trigger? The same thing also goes for units that get hit by the queen shockwave ability, it looks like they are doing nothing but apparently they dont go in an idle state.
I was thinking about giving the unit that get hit by either of those abilities a senseless order so after that order they hit the idle state again. But i cant seem to reference to the units being hit by the ability. I also noticed the ability seemed to have an effect field which says clear order que and was enabled, i disables it and it had no effect
Anyone know why? or maybe a way to make this work?
thx
0
@DrSuperEvil: Go
hey, messed around with the target settings of the escorts, works now thnx.
0
Hey guys,
I have created a new hero in my game which uses the brood lord ability of spawning escorts. What has worked so far is i got the weapon working for the new unit and make it spawn 4 escorts at a time and has a cargo max of 20 escorts works perfectly. But then something weird started happening, whenever an air unit is wihtin the attacking range of the hero the escorts just wander off flying around like 20 range from the main unit and dont attack anything, then they come flying back and start attacking again. This only happens when there are air units, with attacking ground units it works fine, the escorts arent even suppose to be able to attack air. I tried using the leash which should depend how far the escort can travel from the main unit, but this doesnt seem to have any effect... i coudlnt find anything more i tried changing a lot. Just to know why would be great!
thanks
0
@DrSuperEvil: Go
Hey i started the map on my own but couldnt find the unit your referring to, where do i find this unit on the map?
0
@Rice87: Go
Okay so i have searched a lot on the inet for people trying to fix this problem, the thing is that all of the posts eventually end with the author giving up like this one:
http://www.sc2mapster.com/forums/development/map-development/3208-movable-bunker/
So plssss someone tell me if it is even possible to achieve what im doing!?
0
@Terhonator: Go
yeh but the thing is, if i just add the bunker effect to the medivac it isnt able to attack while moving because the heroes weapons dont allow attack while moving this is why it wasnt working in the first place, as far as i know the bunker effect which makes cargo units being able to attack is he "redirect" ability and i already tried it this way, which isnt gonne work out as long as the cargo units inside havent got a weapon which can attack while moving. So this is why i had to make seperate weapons for the heroes which do allow attack while moving. And then there is the problem that for example if i put 2 heroes of the same type in there it will only give 1 weapon when it should give 2 times the weapon. And also when i have different heroes in there and it has multiple weapons of different types, it wont fire them at the same time, it will just use 1 weapon at a time.
Probably fixing that stuff with the triggers isnt the most efficient way but for now it is the only thing i could come up with and it does work. However the problem of the vehicle not getting the same weapon multiple times and firing weapons at the same time still exists.
I might have come up with an idea now how to fix my 2 problems, im gonne try switching the heroes weapons while loading cargo(to the same weapon but which can attack while moving) and while unloading cargo(switch back to the original weapon) and have the cargo attack via redirect instead of adding the heroes weapon to the vehicle.
apparently weapons not being able to fire at the same time was because of me having linked cooldown checked at the weapon options field.
I now made it so that heroes switch weapon entering/leaving the vehicle, this fixes my problem with having multiple weapons of the same kind on a vehicle cause now the cargo is attacking individually not the vehicle.
only problem left is that the cargo wont attack while the vehicle is moving, strange thiing is, when i unload the unit without removing the vehicle weapon for the unit it is able to attack while moving, but when i put it in the vehicle it cant attack while the vehicle moves, only when it stands still. anyone?
0
@Rice87: Go
Pls anyone who can help me?' I feel like im just doing random stuff some guy suggested and wasting a lot of time.. so would be awesome to get some feedback if its actually possible to do this the way im approaching.
thanks
0
@Rice87: Go
Hey, i think i did what you said and it works, but is this really the way to do it? I made copies of the hero weapons and adjusted them so they work like tower defense kinda towers, then i made a trigger which adds and a trigger that removes the weapons from the vehicle if the specified unit type enters/leaves the vehicle see the triggers below:
Now if this is the correct way, the only thing i want to know is how to add multiple weapons of the same type to a single unit. and how do i let the unit use multiple weapons at the same time? anyone?
0
@sigmapl: Go
i dont understand.. you mean like, i take all the weapons from my different heroes in the game, add them to the vehicle and let the vehicle use the specified weapon whenever the hero with the same weapon enters the vehicle?
how is it going to know if there are like 6 of the same hero in the vehicle, it seems like you cannot add multiple weapons of the same type to a single unit?
if the hero isnt able to attack while moving outside the vehicle, how does this make them being able to attack while moving inside the vehicle? I would have to copy every heroes weapon and make every copy so that this weapon attacks while moving. and add this specific weapon copy to the vehicle whenever the hero with the specific type weapon that doesnt fire while moving enters the vehicle, and remove it when he leaves
it seems like a lot of work for such a simple thing. is this really how you want me to do it?
0
Hey ppl,
I have a map with heroes and i was creating a new feature where you can put your heroes in a car and they will be able to perform their regular attack from the vehicle they are traveling in, sort of like a drive by shooting with your heroes. Anyhow, i have made it so that the units only attack when the vehicle is standing still with the redirect ability but... is there a way to make it possible to have the cargo units attack while your moving the vehicle?? I couldn't find anything in the data editor, any suggestions how to make this work?
thanks
0
@TheAlmaity: Go
i found it, it works thanks! :D