In BW, the Reaver could not shoot up or down cliffs. I am trying to modify the LoTV Reaver to work in a simlar way.
Here is what I have tried:
- Modified the Acquire Cliff Level Range of the Reaver weapon. It prevents the Reaver from auto-attacking units on other cliff levels, but if you select the Reaver and focus fire on a unit on a cliff, it will still attack it.
- Modified the Pathing Ammo Unit on the Reaver Weapon. If I add a ground unit as pathing, the Reaver can NOT attack units on cliffs, but instead there is a bug which sometimes makes the Reaver unable to attack at all from a distance.. (Instead it has to move close to the enemy, like a melee unit)
- Modified the Mover and Collision of the Weapon - Scarab - Reaver - Ammo unit, so it only collides with ground units. That makes no difference.
I think the missile Reaver - Scarab Weapon is the problem. The mover of the missile seems to determine the speed of the Scarab, as well as makes it fly over cliffs. I have changed and modified that mover without any results.
Anyone has any ideas how to modifiy the Reaver so it can NOT shoot up or down cliffs?
To make it unable to shoot up or down cliffs, add Target Not Across Cliff under the Effect: Validators + field of the Scarab Launch Persistent Initial effect.
However, there is an issue with this when it comes to ramps: the Reaver cannot target units across them. If you are looking for an exact replica of the Reaver from Brood War, then the solution is more complicated, as you would have to change some movers and collision.
Here's how I would do it. Change the scarab so it's new a unit that acts similar to the baneling (death on contact + splash). Then have it copy orders from the Reaver and have it try to path toward the target. Make it unselectable and uncommandable. Also include a timed fate behavior to make it explode if it can't get there in time. This will make the unit properly utilize ramps.
In case someone stumbles across this thread: I have realised the suggestion from Bilxor. I replaced the Launch Missle effect with Create Unit (creates Scarab Unit instead of Scarab projectile) and Issue Order, similar to how it works with Disruptor. Then I added a weapon on the Scarab similar to Baneling's explosion. Needed fiddling, but now it works fine.
I think this site makes it possible to upload files, yes? Haven't tried yet. For now the mod is online on EU and US and called "noMMrandomECO", I guess it's probably possible to download and open it, since you have the option to lock/unlock it, when you publish. But I haven't tried that either.
In BW, the Reaver could not shoot up or down cliffs. I am trying to modify the LoTV Reaver to work in a simlar way.
Here is what I have tried:
- Modified the Acquire Cliff Level Range of the Reaver weapon. It prevents the Reaver from auto-attacking units on other cliff levels, but if you select the Reaver and focus fire on a unit on a cliff, it will still attack it.
- Modified the Pathing Ammo Unit on the Reaver Weapon. If I add a ground unit as pathing, the Reaver can NOT attack units on cliffs, but instead there is a bug which sometimes makes the Reaver unable to attack at all from a distance.. (Instead it has to move close to the enemy, like a melee unit)
- Modified the Mover and Collision of the Weapon - Scarab - Reaver - Ammo unit, so it only collides with ground units. That makes no difference.
I think the missile Reaver - Scarab Weapon is the problem. The mover of the missile seems to determine the speed of the Scarab, as well as makes it fly over cliffs. I have changed and modified that mover without any results.
Anyone has any ideas how to modifiy the Reaver so it can NOT shoot up or down cliffs?
To make it unable to shoot up or down cliffs, add Target Not Across Cliff under the Effect: Validators + field of the Scarab Launch Persistent Initial effect.
However, there is an issue with this when it comes to ramps: the Reaver cannot target units across them. If you are looking for an exact replica of the Reaver from Brood War, then the solution is more complicated, as you would have to change some movers and collision.
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Here's how I would do it. Change the scarab so it's new a unit that acts similar to the baneling (death on contact + splash). Then have it copy orders from the Reaver and have it try to path toward the target. Make it unselectable and uncommandable. Also include a timed fate behavior to make it explode if it can't get there in time. This will make the unit properly utilize ramps.
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In case someone stumbles across this thread: I have realised the suggestion from Bilxor. I replaced the Launch Missle effect with Create Unit (creates Scarab Unit instead of Scarab projectile) and Issue Order, similar to how it works with Disruptor. Then I added a weapon on the Scarab similar to Baneling's explosion. Needed fiddling, but now it works fine.
I think this site makes it possible to upload files, yes? Haven't tried yet. For now the mod is online on EU and US and called "noMMrandomECO", I guess it's probably possible to download and open it, since you have the option to lock/unlock it, when you publish. But I haven't tried that either.