So, I would like have a ship that can launch probes(observers), and then have them follow along in pace with the ship, staying at the same position in relation to the ship, (but not turn with the ship). I've looked at possibly adding it as turrets, maybe through triggers, but I need it not there on the units spawn, and I would like to place it anywhere within view of the original ship.
this is kinda an example of what i mean.
Just pointing me in the right direction might be enough, I've just been stuck on trying to get this to work.
@cavemaneca:
Do you think you could modify the ability or behavior or whatever it is that controls the carrier-interceptor relationship? I'm not quite sure what you mean when you say that these observes would follow the ship but not turn with it. If they did that, wouldn't they just go off on their own when the ship turned?
It seems that the Hosting and Site Operations might be the way to go, but I'm unsure of how I could get it to work how I want..
Right now I use a Effect - Target ability to spawn the observer at any point within visible range of the ship, but after that the observers just stay motionless. Even if I could just have and 8 point spawn direction using a command card that would be fine, but I need it to be able to spawn at different points during the game.
Example, Player one send probe to North, and after that it is continuously north of his ship. Then he sends another one to north of that observer, further expanding his view area. then say he spawns another one, but NW of the 2nd observer. At this point, even while moving around, those observers still follow the ship in relation so even if the ship turns and heads south, the observers will still stay north of his ship.
Well, you could also make a trigger that sets the probes POS to an offest of the ship, so you can move the probe to where you want, but then, the probe also is moved to an X and Y relative to the ship. That would require a crazy amount of work tho.
I dont think ill be of much help on this one, hopefully there will be someone out there that can thinking of a clean working way for you.
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Tutorials - Map Development - Galaxy wiki
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well, looking around i can see some site operations that might lead me to what I need, I just need to look more at some sort of examples if I could find them...
Do you think the Brood Lord could have what I'm looking for? I notice the broodlings regen, and are still "attached" in a way to the brood lord.
I really just need a way to attach it based off of it being triggered with the creation of the observer, so that the observer is attached where it's spawned...
maybe ProzaicMuze would be up to the challenge of helping me figure this out?
EDIT: Actually as well, if I could just make like a certain number of observers already attached to and centered on the main ship, and just have them set to move outwards by a command that could work too (plus have some better visuals in the long run). That way, I could just make it sort of like how the tutorial is, but I'd need to find a way to change the attachment point in real-time.
I have heros on my map that are stored in a variable.
Would it be possible for me to create a button on the hero which will call the observer to him and "lock it" following him? The Observer heals the hero with a heal ability. In large battles it gets confusing when trying to select units and accidentally selecting the observer so it would be good to simly lock it to the hero and maybe turn "selectable state" off.
Best option for yours is to create a point that follows the hero, then check to see if a follow certain hero variable is on, maybe activated by a button, and then have a trigger that tells the observer to move to that point, then turn on "Unselectable" for the unit.
Anyway, I've got a temporary working setup right now, using hangars, but the units still turn with the ship, screwing it up. Is there any way of attaching the hangar to my main ship using some sort of attachment point, one that doesn't rotate?
I did it all using triggerrs. I created a new ability for my heros with a behavior that is a simple glow.
Then I created the trigger below. It detects when the ability is used and actions the trigger.
Observer Button
Events
Unit - Any Unit uses Observer Lock at Generic6 - Complete stage (Ignore shared abilities)
Local Variables
Conditions
Actions
Unit Group - Pick each unit in (Observer units in (Entire map) owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
((Picked unit) is Selectable) == false
Then
Unit - Turn (Picked unit) Selectable state On
Unit - Order (Picked unit) to ( Hold Position) (Replace Existing Orders)
Unit Selection - Flash selection for (Picked unit) over 6.0 seconds
Else
Unit - Order (Picked unit) to ( Move targeting (Triggering unit)) (Replace Existing Orders)
Unit - Turn (Picked unit) Selectable state Off
So, I would like have a ship that can launch probes(observers), and then have them follow along in pace with the ship, staying at the same position in relation to the ship, (but not turn with the ship). I've looked at possibly adding it as turrets, maybe through triggers, but I need it not there on the units spawn, and I would like to place it anywhere within view of the original ship.
this is kinda an example of what i mean.
Just pointing me in the right direction might be enough, I've just been stuck on trying to get this to work.
You could attach a unit to it when you want it to appear using site operators
Hostig and Site Operations
It seems that the Hosting and Site Operations might be the way to go, but I'm unsure of how I could get it to work how I want.. Right now I use a Effect - Target ability to spawn the observer at any point within visible range of the ship, but after that the observers just stay motionless. Even if I could just have and 8 point spawn direction using a command card that would be fine, but I need it to be able to spawn at different points during the game.
Example, Player one send probe to North, and after that it is continuously north of his ship. Then he sends another one to north of that observer, further expanding his view area. then say he spawns another one, but NW of the 2nd observer. At this point, even while moving around, those observers still follow the ship in relation so even if the ship turns and heads south, the observers will still stay north of his ship.
@cavemaneca: Go
Well, you could also make a trigger that sets the probes POS to an offest of the ship, so you can move the probe to where you want, but then, the probe also is moved to an X and Y relative to the ship. That would require a crazy amount of work tho.
I dont think ill be of much help on this one, hopefully there will be someone out there that can thinking of a clean working way for you.
@Molsterr: Go
well, looking around i can see some site operations that might lead me to what I need, I just need to look more at some sort of examples if I could find them...
Do you think the Brood Lord could have what I'm looking for? I notice the broodlings regen, and are still "attached" in a way to the brood lord.
I really just need a way to attach it based off of it being triggered with the creation of the observer, so that the observer is attached where it's spawned... maybe ProzaicMuze would be up to the challenge of helping me figure this out?
EDIT: Actually as well, if I could just make like a certain number of observers already attached to and centered on the main ship, and just have them set to move outwards by a command that could work too (plus have some better visuals in the long run). That way, I could just make it sort of like how the tutorial is, but I'd need to find a way to change the attachment point in real-time.
shameful bump
Final Bump
I have a question that is similar.
I have heros on my map that are stored in a variable.
Would it be possible for me to create a button on the hero which will call the observer to him and "lock it" following him? The Observer heals the hero with a heal ability. In large battles it gets confusing when trying to select units and accidentally selecting the observer so it would be good to simly lock it to the hero and maybe turn "selectable state" off.
@gorang: Go
Best option for yours is to create a point that follows the hero, then check to see if a follow certain hero variable is on, maybe activated by a button, and then have a trigger that tells the observer to move to that point, then turn on "Unselectable" for the unit.
Anyway, I've got a temporary working setup right now, using hangars, but the units still turn with the ship, screwing it up. Is there any way of attaching the hangar to my main ship using some sort of attachment point, one that doesn't rotate?
I did it all using triggerrs. I created a new ability for my heros with a behavior that is a simple glow.
Then I created the trigger below. It detects when the ability is used and actions the trigger.
Observer Button
Events
Unit - Any Unit uses Observer Lock at Generic6 - Complete stage (Ignore shared abilities)
Local Variables
Conditions
Actions
Unit Group - Pick each unit in (Observer units in (Entire map) owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
((Picked unit) is Selectable) == false
Then
Unit - Turn (Picked unit) Selectable state On
Unit - Order (Picked unit) to ( Hold Position) (Replace Existing Orders)
Unit Selection - Flash selection for (Picked unit) over 6.0 seconds
Else
Unit - Order (Picked unit) to ( Move targeting (Triggering unit)) (Replace Existing Orders)
Unit - Turn (Picked unit) Selectable state Off
@gorang: Go
I'm not too used to the new trigger system, but that's kinda what i was trying to say, though you've made it a little better.