Since I use a top view camera that simply follow the unit, I use basic angles.
D = 0
W = 90
A = 180
S = 360
From a world perspective, pressing W would make the unit move toward the north, pressing D would make the unit move toward the east, etc.
I prefer this over a "turn unit" with A&D and move forward with W but I guess its based on tastes.
Add a custom/copy of a siege attack to your unit.
Create a dummy unit.
Create/copy a custom ability with an AoE cursor (like EMP).
Make a trigger similar to this :
AttackGround
Events
Unit - CustomUnit is issued an order to Ghost - EMP Round
------- EMP Round is used here because my custom ability would based on EMP and would have the command EMP Round to be used.
Local Variables
Conditions
Actions
------- The Dummy is a unit that can't be seen/selected in game and doesn't have any model or sounds.
Unit - Create 1 Dummy for player 0 at (Target point for (Triggering order)) facing (Position of (Triggering unit)) (Ignore Placement)
------- The dummy should be created at the center of where your ability has been ordered ("casted").
Unit - Add 1 Infestor - Infested Terran Timed Life to (Last created unit) from 1
------- This trigger add a timed life to the dummy unit, this way you won't have multiple dummy unit standing around.
Unit - Order CustomUnit to ( Attack (Last created unit)) (Replace Existing Orders)
------- This order the unit to attack the invisible dummy creating a smiliar effect to shooting the ground.
I used something similar once and worked perfectly.
NB: Using multiple weapons might get weird results.
0
@SCMapper:
Since I use a top view camera that simply follow the unit, I use basic angles.
D = 0
W = 90
A = 180
S = 360
From a world perspective, pressing W would make the unit move toward the north, pressing D would make the unit move toward the east, etc.
I prefer this over a "turn unit" with A&D and move forward with W but I guess its based on tastes.
0
Are you using the default camera, a top view or a "behind the unit" view?
What is the value of Run_Angle[1]?
If you're using the default camera or a top view, I would suggest using a fix angle (D == 0 degrees, W == 90 degrees, A == 180 and so on).
0
There is various ways to do this.
Add a custom/copy of a siege attack to your unit.
Create a dummy unit.
Create/copy a custom ability with an AoE cursor (like EMP).
Make a trigger similar to this :
AttackGround
Events
Unit - CustomUnit is issued an order to Ghost - EMP Round
------- EMP Round is used here because my custom ability would based on EMP and would have the command EMP Round to be used.
Local Variables
Conditions
Actions
------- The Dummy is a unit that can't be seen/selected in game and doesn't have any model or sounds.
Unit - Create 1 Dummy for player 0 at (Target point for (Triggering order)) facing (Position of (Triggering unit)) (Ignore Placement)
------- The dummy should be created at the center of where your ability has been ordered ("casted").
Unit - Add 1 Infestor - Infested Terran Timed Life to (Last created unit) from 1
------- This trigger add a timed life to the dummy unit, this way you won't have multiple dummy unit standing around.
Unit - Order CustomUnit to ( Attack (Last created unit)) (Replace Existing Orders)
------- This order the unit to attack the invisible dummy creating a smiliar effect to shooting the ground.
I used something similar once and worked perfectly.
NB: Using multiple weapons might get weird results.