I've got items with Carry Weapons, and I want to be able to have two of the same items granting the same weapon twice. This does not seem ot be possible with Weapons, so I decided to go for a behavior with a periodic search effect. The thing is, I want it to fire the same way as a weapon: Attack when an enemy gets within range, and then go on cooldown. Not search every 1 sec and attack if there's an enemy nearby.
How would I create a behavior which would search for enemies within range, find a target and attach, and go on cooldown for 1 sec?
Why not just reduce the timer from 1 second to every .06 seconds? That time is so small its indistinguishable from just coming into range and then firing like you described.
The reason I'm using a behavior, is that weapons does not stack - so that won't work.
I did consider making the attack effect of the behavior grant the caster a buff which deactivates the main behavior, but that would make it unstackable.
Have two versions of the weapon. Have the items give a stackable behaviour that when it reaches two stacks enables a second behaviour giving the weapon duplicate.
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So I would have to have 6 different weapons for each weapon if it's possible to have 6 at a time?
And just to make sure, it would not be possible to have each stack of a behavior go on a "cooldown" when it launches an effect with a periodic search effect?
As was mentioned earlier you could just add a buff that increases the attack speed of the weapon. Alternatively you could get the weapon to add a chain of buffs that sequentially expire enabling the next buff and the size of the chain is reduced based on the stack of your weapons.
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I've got items with Carry Weapons, and I want to be able to have two of the same items granting the same weapon twice. This does not seem ot be possible with Weapons, so I decided to go for a behavior with a periodic search effect. The thing is, I want it to fire the same way as a weapon: Attack when an enemy gets within range, and then go on cooldown. Not search every 1 sec and attack if there's an enemy nearby.
How would I create a behavior which would search for enemies within range, find a target and attach, and go on cooldown for 1 sec?
Why not just reduce the timer from 1 second to every .06 seconds? That time is so small its indistinguishable from just coming into range and then firing like you described.
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@Bilxor: Go
How would I make it go on cooldown when finding a target?
You could have a behavior hooked up to the weapon that disables itself for the duration of your desired cooldown
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@Bilxor: Go
The reason I'm using a behavior, is that weapons does not stack - so that won't work.
I did consider making the attack effect of the behavior grant the caster a buff which deactivates the main behavior, but that would make it unstackable.
Have two versions of the weapon. Have the items give a stackable behaviour that when it reaches two stacks enables a second behaviour giving the weapon duplicate.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
So I would have to have 6 different weapons for each weapon if it's possible to have 6 at a time?
And just to make sure, it would not be possible to have each stack of a behavior go on a "cooldown" when it launches an effect with a periodic search effect?
Stacks all share a common cooldown and caster.
As was mentioned earlier you could just add a buff that increases the attack speed of the weapon. Alternatively you could get the weapon to add a chain of buffs that sequentially expire enabling the next buff and the size of the chain is reduced based on the stack of your weapons.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg