So, I'm trying to make a strafing weapon, and I think I've run into a problem. I've duplicated the Interceptor Beam, changed out the effects and actors for my own, and stuck the weapon on a viking. The problem is now, that the weapon fires behind the viking. I've noticed this to be the same with the interceptor, and I'm afraid that it might be impossible to fix it. Basically, I want my strafe weapon to only fire forward. So the unit does the first fly by, then has to turn around before firing again. Right now what's happening, is the unit does the fly by, the enemy follows it, and the unit keeps shooting missiles backwards at them. Does anyone know of any way to fix this?
Turn rate is 100 with speed of 3.5, Arc and Arc slop are both set to 0 (I've tried a bunch of different values for this), and Turrets on the weapon are none.
At this point I'm convinced that strafe weapons ignore the values you give them for arc. I think I've figured out a work around, however. I've created a 'dud' strafe weapon, that essentially does nothing, and I've turned my actual weapons into normal legacy weapons. This way, the strafe weapon kicks in, making the unit move like an interceptor, and then the normal weapons will ideally shoot at whatever valid target is in front of the unit. Here's the next problem: Even with an arc of 0, Movement allowed, the Two flags for 'shooting while moving' disabled, and 'requires attack target' disabled, the weapon still refuses to shoot at anyone other than the unit the strafe weapon is targeting, which, due to the movement, is usually behind the unit. Thus, it doesn't shoot, except in the rare circumstance when the unit turns and is pointing at the one being targeted. Any ideas on why this might be would be appreciated!
If everything fails, you can make the weapon execute a search effect, which only searches in a limited arc. You probably won't get the exact behavior, but you can use markers and target sorts to ensure the search gets your desired target when issuing a direct attack command.
Here is a solution I came up with. I already had a dummy Strafe weapon set up with a legacy actual weapon, set to attack forward.
1. Make sure your weapons' acquire prioritization is set to "Angle". I'm not sure which one needs to be set for this (dummy, actual, or both) so I did both.
3. Have your dummy weapon call a Search Effect in an arc in front of the unit. Make sure the Impact location is set to Caster so that your arc doesn't point at or originate from the unit your dummy weapon is already targeting. The period of the dummy weapon will let you control how often it searches.
4. The Effect of the search should be an Issue Order effect that calls the Attack ability. The Effect Unit should be set to Caster. The Target needs to be a point rather than a unit, so that it goes into Attack Move behavior and auto-targets something.
With your weapon acquire prioritization set to Angle, this should essentially search the area in front of it for enemies, and if any are there, it will reacquire a target based on the enemy with the lowest angle. The disadvantage of this solution is that it causes your units to forget their previous commands as they will be issuing attack commands to themselves. I recommend setting your dummy weapon flag "Only Fire at Attack Target" to Enabled, so that you can still move command the units without them issuing orders in the middle of the move command (the real weapon will still fire if able).
So, I'm trying to make a strafing weapon, and I think I've run into a problem. I've duplicated the Interceptor Beam, changed out the effects and actors for my own, and stuck the weapon on a viking. The problem is now, that the weapon fires behind the viking. I've noticed this to be the same with the interceptor, and I'm afraid that it might be impossible to fix it. Basically, I want my strafe weapon to only fire forward. So the unit does the first fly by, then has to turn around before firing again. Right now what's happening, is the unit does the fly by, the enemy follows it, and the unit keeps shooting missiles backwards at them. Does anyone know of any way to fix this?
First the turn rate of the unit, second the arc of the weapon and third are turrets involved?
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
Turn rate is 100 with speed of 3.5, Arc and Arc slop are both set to 0 (I've tried a bunch of different values for this), and Turrets on the weapon are none.
At this point I'm convinced that strafe weapons ignore the values you give them for arc. I think I've figured out a work around, however. I've created a 'dud' strafe weapon, that essentially does nothing, and I've turned my actual weapons into normal legacy weapons. This way, the strafe weapon kicks in, making the unit move like an interceptor, and then the normal weapons will ideally shoot at whatever valid target is in front of the unit. Here's the next problem: Even with an arc of 0, Movement allowed, the Two flags for 'shooting while moving' disabled, and 'requires attack target' disabled, the weapon still refuses to shoot at anyone other than the unit the strafe weapon is targeting, which, due to the movement, is usually behind the unit. Thus, it doesn't shoot, except in the rare circumstance when the unit turns and is pointing at the one being targeted. Any ideas on why this might be would be appreciated!
Have you looked at the "only fire at attacking target" and "only fire while attacking" options?
Great to be back and part of the community again!
Ya, that's what I was referring to with the Two Flags for shooting while moving. I've already unmarked them both.
If everything fails, you can make the weapon execute a search effect, which only searches in a limited arc. You probably won't get the exact behavior, but you can use markers and target sorts to ensure the search gets your desired target when issuing a direct attack command.
Here is a solution I came up with. I already had a dummy Strafe weapon set up with a legacy actual weapon, set to attack forward.
1. Make sure your weapons' acquire prioritization is set to "Angle". I'm not sure which one needs to be set for this (dummy, actual, or both) so I did both. 3. Have your dummy weapon call a Search Effect in an arc in front of the unit. Make sure the Impact location is set to Caster so that your arc doesn't point at or originate from the unit your dummy weapon is already targeting. The period of the dummy weapon will let you control how often it searches. 4. The Effect of the search should be an Issue Order effect that calls the Attack ability. The Effect Unit should be set to Caster. The Target needs to be a point rather than a unit, so that it goes into Attack Move behavior and auto-targets something.
With your weapon acquire prioritization set to Angle, this should essentially search the area in front of it for enemies, and if any are there, it will reacquire a target based on the enemy with the lowest angle. The disadvantage of this solution is that it causes your units to forget their previous commands as they will be issuing attack commands to themselves. I recommend setting your dummy weapon flag "Only Fire at Attack Target" to Enabled, so that you can still move command the units without them issuing orders in the middle of the move command (the real weapon will still fire if able).