I'm trying to improve my carrier with more aspects from Broodwar.
My Interceptors are returning when their shields are <= 10 points, but the problem is that I can't prevent the Carrier from re-launching Interceptors that I order to return to the Carrier.
Atm, I'm morphing the Interceptor to another Interceptor version. I was hoping that the "Use Magazine" effect's "Ammo Unit" would be able to specify the ammo unit type used, but it just launches the unit type I don't want.
I've added hangar info for the other unit type, too. I've made all alias entries of the morphed Interceptor different from the original Interceptor.
In addition to that, I tried removing the attack ability which is used after directly after launching the unit (attack ability is required to fly to the target and attack it, move is required to return to the Carrier).
My next workaround attempt might be hiding the unit outside the carrier instead of having it inside the carrier. But I wanted to check, if someone solved this problem already. Currently I assume the "use Magazine" effect is buggy as it is not checking the unit type.
Also, I really think, "use Magazine" could need a validator that is executed with the magazine as target, e.g. to not release units not meeting certain conditions.
When interceptors return to carrier they got healed, thats why they got launched at the target again. you should build up the logic you intended with iterate magazine, return magazine effects validators and behaviours.
Also want to mention that Target for Use Magazine effect is actualy host unit (carrier) and not the interceptors, you can validate the host but not the ammo unit.
Anyway i tested this long time ago and as i remember i build some similiar logic for ammo unit by using persistent effects/buffs and validators +Iterate/Return magazine effects
For example: on ammo launch you can fire persistent that will check current shields (periodic validator), and final effect will be Return Magazine, so it goes back, and applies some buff to the host, so it won't be Using Magazine anymore, etc.
For example: on ammo launch you can fire persistent that will check current shields (periodic validator), and final effect will be Return Magazine, so it goes back, and applies some buff to the host, so it won't be Using Magazine anymore, etc.
I've used a buff instead of a persistent and that part is working fine.
BUT the launching prevention is more difficult than that as I want it to launch another ammo unit... just not certain ones.
The problem I have is:
Quote:
the problem is that I can't prevent the Carrier from re-launching Interceptors that I order to return to the Carrier
My current workaround is faking that the Interceptor is inside. The "Use Magazine"'s launch effect checks if it can be launched or not depending on my rules (life >20, shields at 100%).
If it decides that it can't be launched, then two behaviors come into play:
1. one that enables noDraw, makes it invulnerable, not radar-detectable, etc... and disables attack ability, so it can't go and attack something
2. one that makes it return to the carrier, if the launch conditions are met (it does not return by itself, if attacking)
Ok tell me the logic and i'll try to make it right. So your interceptors returned to carrier when low shields, the other 7 interceptors keep atacking what next do you want to happen? tell me more detailed cuz i haven't played brood war
You want them to get back after being healed with their own hp/shield regen or what? just tell me the conditions for they've being able to get back to fight, i'll make a map
Ok tell me the logic and i'll try to make it right. So your interceptors returned to carrier when low shields, the other 7 interceptors keep atacking what next do you want to happen? tell me more detailed cuz i haven't played brood war
You want them to get back after being healed with their own hp/shield regen or what? just tell me the conditions for they've being able to get back to fight, i'll make a map
BW carrier's returning/launching logic:
- single interceptor returns to carrier, if this Interceptor has <= 10 shields
- only Interceptors with >= 20 life and 100% shields can be launched, else they stay inside
This task includes the core aspect of how to prevent a magazine unit from being launched?
So, for example, it is enough if you can imagine that you want to keep a magazine unit to stay within the carrier for at least 5 seconds after it returned to it.
From my point of view, it is not possible to prevent a magazine unit from being launched.
-> I've created a Workaround with disabling+hiding Interceptors outside the carrier after their unwanted launch + execution of another launch effect (-> loop)
Nah, this workaround is shyt. Time to learn some tricks from the papa :))))))
So, you use a behavior to keep track of the amount of Interceptors that meet the launch condition. The problem is that you can't validate which Interceptor is launched. You only know that there is one that can be launched. Under special circumstances, it can happen that you launch one that shouldn't be launched, if the system works the way I assume it works. (I assume that the launch effect is like a queue launching interceptors in order of entering the Carrier.)
Also, your system is buggy for some reason, if you attack a missile turret. The buff is not re-added to the Carrier after returning.
-> My "shyt" workaround is necessary for a 100% solution, atm.
Just checked. The bug in my map appears when you cancel the attack so interceptors return to the carrier with >50% life and the second persistent is not triggered. That is not a problem, you can just add 2 more validators in 1st persistent: validate if interceptors are hidden (inside) and not dead.
The problem with launching damaged interceptor however seems unsolvable (if there are 2 interceptors inside and one of them has full hp/shields). So yes, take my apoligies i was too excited to share with you my solution :).
The problem is use magazine can only validate Source Unit and not the ammo.
Also, I really think, "use Magazine" could need a validator that is executed with the magazine as target, e.g. to not release units not meeting certain conditions.
This may or may not help with this, but what you can do is use an iterate magazine effect, and for that effect, have the use magazine effect. The iterate magazine effect will target the ammo units. Then the use magazine effect will be run based on validators on the ammo units. And finally, for the use magazine, you can specify the "Which Unit" by specifying the target outer (which will get the outer unit of the ammo unit, which is the original caster/host of the ammo units).
Correct, but by using iterate magazine, I can validate each ammo unit. Only then will a use magazine effect be run. Although this still is not helpful, since you are validating one unit, but it may use another.
As ammo units inside the magazine are known as hidden you could apply a buff to them that disables them from being launched maybe?
I've tried to disable all of their abilities before and they were still launched. I don't think that the launch is preventable via a buff on the Interceptor.
I'm trying to improve my carrier with more aspects from Broodwar.
My Interceptors are returning when their shields are <= 10 points, but the problem is that I can't prevent the Carrier from re-launching Interceptors that I order to return to the Carrier.
Atm, I'm morphing the Interceptor to another Interceptor version. I was hoping that the "Use Magazine" effect's "Ammo Unit" would be able to specify the ammo unit type used, but it just launches the unit type I don't want.
I've added hangar info for the other unit type, too. I've made all alias entries of the morphed Interceptor different from the original Interceptor.
In addition to that, I tried removing the attack ability which is used after directly after launching the unit (attack ability is required to fly to the target and attack it, move is required to return to the Carrier).
My next workaround attempt might be hiding the unit outside the carrier instead of having it inside the carrier. But I wanted to check, if someone solved this problem already. Currently I assume the "use Magazine" effect is buggy as it is not checking the unit type.
Also, I really think, "use Magazine" could need a validator that is executed with the magazine as target, e.g. to not release units not meeting certain conditions.
When interceptors return to carrier they got healed, thats why they got launched at the target again. you should build up the logic you intended with iterate magazine, return magazine effects validators and behaviours.
Also want to mention that Target for Use Magazine effect is actualy host unit (carrier) and not the interceptors, you can validate the host but not the ammo unit.
Anyway i tested this long time ago and as i remember i build some similiar logic for ammo unit by using persistent effects/buffs and validators +Iterate/Return magazine effects
For example: on ammo launch you can fire persistent that will check current shields (periodic validator), and final effect will be Return Magazine, so it goes back, and applies some buff to the host, so it won't be Using Magazine anymore, etc.
I'm not using the return fraction in the "arm magazine" ability. Thus, it launches them without any kind of validation.
I've used a buff instead of a persistent and that part is working fine.
BUT the launching prevention is more difficult than that as I want it to launch another ammo unit... just not certain ones.
The problem I have is:
My current workaround is faking that the Interceptor is inside. The "Use Magazine"'s launch effect checks if it can be launched or not depending on my rules (life >20, shields at 100%).
If it decides that it can't be launched, then two behaviors come into play:
1. one that enables noDraw, makes it invulnerable, not radar-detectable, etc... and disables attack ability, so it can't go and attack something
2. one that makes it return to the carrier, if the launch conditions are met (it does not return by itself, if attacking)
It works, but it's a pretty damn ugly workaround.
Ok tell me the logic and i'll try to make it right. So your interceptors returned to carrier when low shields, the other 7 interceptors keep atacking what next do you want to happen? tell me more detailed cuz i haven't played brood war
You want them to get back after being healed with their own hp/shield regen or what? just tell me the conditions for they've being able to get back to fight, i'll make a map
BW carrier's returning/launching logic:
- single interceptor returns to carrier, if this Interceptor has <= 10 shields
- only Interceptors with >= 20 life and 100% shields can be launched, else they stay inside
This task includes the core aspect of how to prevent a magazine unit from being launched?
So, for example, it is enough if you can imagine that you want to keep a magazine unit to stay within the carrier for at least 5 seconds after it returned to it.
From my point of view, it is not possible to prevent a magazine unit from being launched.
-> I've created a Workaround with disabling+hiding Interceptors outside the carrier after their unwanted launch + execution of another launch effect (-> loop)
Nah, this workaround is shyt. Time to learn some tricks from the papa :))))))
So, you use a behavior to keep track of the amount of Interceptors that meet the launch condition. The problem is that you can't validate which Interceptor is launched. You only know that there is one that can be launched. Under special circumstances, it can happen that you launch one that shouldn't be launched, if the system works the way I assume it works. (I assume that the launch effect is like a queue launching interceptors in order of entering the Carrier.)
Also, your system is buggy for some reason, if you attack a missile turret. The buff is not re-added to the Carrier after returning.
-> My "shyt" workaround is necessary for a 100% solution, atm.
Just checked. The bug in my map appears when you cancel the attack so interceptors return to the carrier with >50% life and the second persistent is not triggered. That is not a problem, you can just add 2 more validators in 1st persistent: validate if interceptors are hidden (inside) and not dead.
The problem with launching damaged interceptor however seems unsolvable (if there are 2 interceptors inside and one of them has full hp/shields). So yes, take my apoligies i was too excited to share with you my solution :).
The problem is use magazine can only validate Source Unit and not the ammo.
This may or may not help with this, but what you can do is use an iterate magazine effect, and for that effect, have the use magazine effect. The iterate magazine effect will target the ammo units. Then the use magazine effect will be run based on validators on the ammo units. And finally, for the use magazine, you can specify the "Which Unit" by specifying the target outer (which will get the outer unit of the ammo unit, which is the original caster/host of the ammo units).
You cant do this since target for use magazine effect is always host of the ammo unit, doesnt matter what you put in which unit + field.
Correct, but by using iterate magazine, I can validate each ammo unit. Only then will a use magazine effect be run. Although this still is not helpful, since you are validating one unit, but it may use another.
As ammo units inside the magazine are known as hidden you could apply a buff to them that disables them from being launched maybe?
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
I've tried to disable all of their abilities before and they were still launched. I don't think that the launch is preventable via a buff on the Interceptor.
Even if they are made untargetable/selectable/No Draw? In short launched but invisible invulnerable and disarmed?
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