As the title suggests, I want to know how to modify the stats of a custom mover during gameplay by simply clicking an ability button.
For example, say that a unit launches a fireball that has specific acceleration and speed phases and a zigzag path. If you click a button, the acceleration decreases and the 'scale' of the zigzag increases.
So, instead of:
vvvvvvvvvvvvvvvv
It becomes:
WWWWWW
I would like to be able to increase/decrease the 'scale' in increments, using different buttons.
If anything like this is possible, could anyone explain how it is done?
You might be able to use the "Modify Catalog Value" trigger action to change this, however it would change it for every unit using that mover.
Option 2
Most likely your best option is to use a Morph ability to morph into an identical unit with the new mover.
So make your Fireball unit A with mover A. Give it a "Morph to Fireball B" ability.
Duplicate fireball A into Fireball B, set Fireball B's mover to mover B.
Give Fireball B a "Morph to Fireball A" ability.
So:
Fireball A
Mover: A
Morph: to Fireball B
Fireball B
Mover: B
Morph: to Fireball A
Burrowed roaches use this to switch their mover.
Obviously this can be extended to any number of movers (Fireball C, Fireball D, etc)
Option 3
It may be possibly to simply use behaviors to modify the acceleration and max speed values, causing the zig-zag to increase in intensity without modifying the Mover object.
For option 2, I was assuming you would be changing the mover on the unit during its course, not before firing it.
You can easily use the same damage effect for any number of fireballs. If you intend on launching different units though I believe you will need different Launch Missile effects for each one, which you could select through a Switch effect, based on whichever one they had selected.
Morphing was more for "in flight change to mover".
If you only want to modify the mover before firing the fireball then you don't need Morph at all.
I'm having a similar problem, i want to have a unit that swims. I have a mover that hovers already, all i want it to do is apply the hover mover when it hits the water, i already have everything set up like the event to apply the mover ect. How would I make it so the mover is applied when the event happens (unit enters the water)
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Hi,
As the title suggests, I want to know how to modify the stats of a custom mover during gameplay by simply clicking an ability button.
For example, say that a unit launches a fireball that has specific acceleration and speed phases and a zigzag path. If you click a button, the acceleration decreases and the 'scale' of the zigzag increases.
So, instead of:
vvvvvvvvvvvvvvvv
It becomes:
WWWWWW
I would like to be able to increase/decrease the 'scale' in increments, using different buttons.
If anything like this is possible, could anyone explain how it is done?
@Circulation: Go
You can probably use a trigger to change weapons when your buttons are clicked.
@Circulation: Go
Option 1
You might be able to use the "Modify Catalog Value" trigger action to change this, however it would change it for every unit using that mover.
Option 2
Most likely your best option is to use a Morph ability to morph into an identical unit with the new mover.
So:
Fireball A
Fireball B
Burrowed roaches use this to switch their mover.
Obviously this can be extended to any number of movers (Fireball C, Fireball D, etc)
Option 3
It may be possibly to simply use behaviors to modify the acceleration and max speed values, causing the zig-zag to increase in intensity without modifying the Mover object.
Thanks for the ideas! I'll see what I can do. I guess I would prefer to avoid using triggers...
@scmapcritic: Go
For Option 2, do you think I would also have to create new launch/persistent/damage effects for the different variations?
@Circulation: Go
For option 2, I was assuming you would be changing the mover on the unit during its course, not before firing it.
You can easily use the same damage effect for any number of fireballs. If you intend on launching different units though I believe you will need different Launch Missile effects for each one, which you could select through a Switch effect, based on whichever one they had selected.
Morphing was more for "in flight change to mover".
If you only want to modify the mover before firing the fireball then you don't need Morph at all.
I'm having a similar problem, i want to have a unit that swims. I have a mover that hovers already, all i want it to do is apply the hover mover when it hits the water, i already have everything set up like the event to apply the mover ect. How would I make it so the mover is applied when the event happens (unit enters the water)