Hi I'm curious about a mod that makes every unit attack during moving possible. I tried myself to make one and tested it but it doesn't work. What I did was just changed the weapon table "Weapon: Allowed Movement" value from nothing into moving. Is there something else I missed?
And another question. I was making some "Missile weapon" unit range longer like wraith, battle cruiser. But the problem was the missiles were to slow that the fire power was noticeably decreased. So I want the missiles to be faster like almost like hit scan attacks such as marine. Or I want to know how to change the missiles into something else. Is there any way to do these stuff?
There is another flag under the weapons data type called Only Fire At Attack Target which is needed otherwise the weapon cannot fire unless the unit is using the attack ability which stops the moving.
For the second question increase the speed of the mover used by the missile under the Movers data type. The marine weapon uses a damage effect directly and just uses an Action type actor to create the launch visual. Beams also are just visuals created by the Action actor.
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I made wraith enable attack while moving with 20 range. But somethings not right. It attacks well when I first got the enemy in range but after that when I move the wraith in to somewhere else it stops attacking. Whats the difference between wraith and other units that can enable attack while moving?
And can I change the accuracy of the weapon in the movers data? I mean the randomness of missiles hitting the target.
You would have to make the missile target a point using a Mover that is not a Guidance driver and then use a Search Area effect to apply the downstream effects.
A Turret is not required, one just needs to set the Weapon's Arc to a larger angle as that defines the angle from unit facing that attacks are allowed to happen. A value of 360 would mean that it can always attack no matter the facing.
Um then Is there any way to change the visuals or remove the missles and make it direct damage except changing the weapon?
One can remove the missile by removing the missile effect from the weapon effect chain. Instead of the weapon effect chain running the missile effect which then runs the missile effect impact effect (usually damage) on missile impact, one can replace the effect link for the missile effect directly with the missile effect impact effect link. This sounds complicated but basically it is cutting out the missile effect so that the damage is done instantly.
If one wants the missiles to still exist but move faster then modify the missile mover so that it has higher acceleration, max speed, initial speed, etc. Be aware that engine limitations may mean that really high values still take a few frames to impact, however this considerably faster than any missile used in melee play.
So there is a missle effect on a unit and just deleting it can make its attack instant?
If so, how do I cut the effect? I can add/remove abilities and behaviors but I dont know how to add/remove models, effects, actors etc. Or is there a changable value on the effect table like the ability table?
Find the weapon/effect that uses the Launch Missile effect and replace it with the effect used as the impact effect by the launch missile effect.
Under the actors are fields beginning with Event: Events +. Click on them to open the actor events window. Look for Events of the Effect Msg Type. Those events that use a Create action are responsible for the creation of the actor.
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I searched every Create Msg Type and didn't found anything about photon cannon missiles. There were only about photon cannon models / shadows. I looked over like 3 times but couldn't found any. Did I miss something?
By the way my I changed my wraith's missile speed to 100. And a bug(not sure its because of the speed or something else I touched) occur when I attack enemy very close.
here's a gif since I can't upload something anymore
Try the Photon Cannon Attack actor you will find it uses tokens (bogus) for the launch effect which are found at the bottom of the screen where an actual effect is used.
With the second problem is it hitting the target?
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Yeah I setted the bunker armor to 10 and regen to 400. So it might look its not damaged at all.
And i have another problem..
I edited infested Siege tanks weapon (tentacle>>drakken drill, explosive>> Mengsk siege tank sieged weapon). When the infested siege tank is unrooted the weapon(drakken drill) works fine. But even after I changed it to siege mod it attacks with the drakken drill and not with the mengsk weapon. But if I adjusted the target's distsance and angel well somehow it sometimes attacks fine. So I want to disable the drill and found disableTentacle Behavior/effect but I cant even start what to edit.
Your wraith problem is probably caused by the mover having two phases with a throw driver for the first followed by a guidance driver that has a turn rate that it too low compared to the speed so it is overshooting the target a few times.
So you are saying the infested tank when sieged is giving problems?
Uh.. I'm not a nitive american so Im not that good at english and I cant understand what you're saying. Whats a throw driver/guidance driver? And what phase/turn rate?
And yes. I want my tank's first attack be disabled and its second attack enabled when sieged
Um I know this question is not related to this thread but I have another question of dehaka. I want to enable my dehaka to collect essences by killing enemies or enabling dropping essences when enemy dies. I search the trigger too but didn't found anything.
Well the essence drop doesn't work. It's event is Any unit dies and its initially on/enabled. So I tested some stuffs. I putted a debug message to test it and the debug message works fine. The problem is that I don't know how to add essence directly to dehaka. It doesn't need to be dropped. I just want dehaka level up.
Well kind of like that. But the dehaka essencepickup trigger modifies the value of total essence adding.
So just like a experience the essence adds as dehaka pick ups essences. But even I change the event of 'EssencePickUp' into 'Any unit dies' to add essence to dehaka whenever units die. But that doesn't works either. Why wont the essence drop and why the essencepickup's 'add total essence' work?
Hi I'm curious about a mod that makes every unit attack during moving possible. I tried myself to make one and tested it but it doesn't work. What I did was just changed the weapon table "Weapon: Allowed Movement" value from nothing into moving. Is there something else I missed?
And another question. I was making some "Missile weapon" unit range longer like wraith, battle cruiser. But the problem was the missiles were to slow that the fire power was noticeably decreased. So I want the missiles to be faster like almost like hit scan attacks such as marine. Or I want to know how to change the missiles into something else. Is there any way to do these stuff?
There is another flag under the weapons data type called Only Fire At Attack Target which is needed otherwise the weapon cannot fire unless the unit is using the attack ability which stops the moving.
For the second question increase the speed of the mover used by the missile under the Movers data type. The marine weapon uses a damage effect directly and just uses an Action type actor to create the launch visual. Beams also are just visuals created by the Action actor.
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
In reply to DrSuperEvil:
A Turret to allow the weapon to face the target?
You would have to make the missile target a point using a Mover that is not a Guidance driver and then use a Search Area effect to apply the downstream effects.
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
A Turret is not required, one just needs to set the Weapon's Arc to a larger angle as that defines the angle from unit facing that attacks are allowed to happen. A value of 360 would mean that it can always attack no matter the facing.
In reply to Forge_User_04585675:
In reply to DrSuperEvil:
One can remove the missile by removing the missile effect from the weapon effect chain. Instead of the weapon effect chain running the missile effect which then runs the missile effect impact effect (usually damage) on missile impact, one can replace the effect link for the missile effect directly with the missile effect impact effect link. This sounds complicated but basically it is cutting out the missile effect so that the damage is done instantly.
If one wants the missiles to still exist but move faster then modify the missile mover so that it has higher acceleration, max speed, initial speed, etc. Be aware that engine limitations may mean that really high values still take a few frames to impact, however this considerably faster than any missile used in melee play.
In reply to Forge_User_04585675:
Find the weapon/effect that uses the Launch Missile effect and replace it with the effect used as the impact effect by the launch missile effect.
Under the actors are fields beginning with Event: Events +. Click on them to open the actor events window. Look for Events of the Effect Msg Type. Those events that use a Create action are responsible for the creation of the actor.
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
In reply to DrSuperEvil:
Try the Photon Cannon Attack actor you will find it uses tokens (bogus) for the launch effect which are found at the bottom of the screen where an actual effect is used.
With the second problem is it hitting the target?
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
In reply to DrSuperEvil:
Thanks. Nailed it!
Your wraith problem is probably caused by the mover having two phases with a throw driver for the first followed by a guidance driver that has a turn rate that it too low compared to the speed so it is overshooting the target a few times.
So you are saying the infested tank when sieged is giving problems?
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
In reply to DrSuperEvil:
In reply to Mangmury:
http://us.battle.net/sc2/en/game/maps-and-mods/tutorials/missile-movers/
You mean CM_Dehaka_EssenceDrop?
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In reply to DrSuperEvil:
Unless you made it initially on it will not be.
You mean like a Modify Unit effect can add experience for a Veterancy behaviour with filters that prevent normal exp gain?
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
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In reply to DrSuperEvil: