The Data Editor is really pissing me off. It's easy to get lost in this thing.
Anyway, I have a question. Searched for it before posting but either the sites search engine is broken, or there is nothing out there related to this (which would shock me)
I want a unit, like a Marine or a Tank, to shoot weapons that have accuracy. There are 2 methods I'm willing to try.
1 - Accuracy Point Method - A method I used in my War3 maps. When a Unit attacks, one that is ranged, the attack will land in an area at or around the target. It was done then with triggers, basically generating a random point starting from the target origin to say, 20 units away at any angle (360). Every attack would land uniquely in it's own place and would do a small AoE, determining the size and effect of the projectile landing. This created an "Accuracy" effect that was also visible. The only flaw I did not like with it was that units in front of the target will still have rounds go through them to reach their point of impacts, but hey; same with SC. Marines can shoot through Command Centers to hit Zerglings on the other side, what's the big deal right? right.
2 - Projectile Point Method - A method in which is more commonly used by trace lines but I'm not sure if that is needed. A unit attacks a target, and is under the same accuracy effects as above, accept the projectiles themselves are the impact event devices (meaning they only impact upon collision search). So in this case, the random point effect only determines the direction of the attack. Because it seems like Projectiles are so close to units in the Data Editor, it happened upon me that they also might be able to have the same EFFECTS as units or, Abilities. Namely, turn the Baneling into a projectile for example as a staple unit. Or the Scourge from the Campaign dependencies. They have suicide effects upon collision search automatically so; it seems perfect.
I also noticed a "Projectile Life Timer" thing under the Projectile Mover? I believe? Does this time the projectiles flight time and thus can act as a range inhibitor?
Or would using a negative regeneration rate for the projectiles Health be more effective?
Anyways, yes, I'm asking for kind've a how too as I'm still learning.
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The Data Editor is really pissing me off. It's easy to get lost in this thing.
Anyway, I have a question. Searched for it before posting but either the sites search engine is broken, or there is nothing out there related to this (which would shock me) I want a unit, like a Marine or a Tank, to shoot weapons that have accuracy. There are 2 methods I'm willing to try. 1 - Accuracy Point Method - A method I used in my War3 maps. When a Unit attacks, one that is ranged, the attack will land in an area at or around the target. It was done then with triggers, basically generating a random point starting from the target origin to say, 20 units away at any angle (360). Every attack would land uniquely in it's own place and would do a small AoE, determining the size and effect of the projectile landing. This created an "Accuracy" effect that was also visible. The only flaw I did not like with it was that units in front of the target will still have rounds go through them to reach their point of impacts, but hey; same with SC. Marines can shoot through Command Centers to hit Zerglings on the other side, what's the big deal right? right. 2 - Projectile Point Method - A method in which is more commonly used by trace lines but I'm not sure if that is needed. A unit attacks a target, and is under the same accuracy effects as above, accept the projectiles themselves are the impact event devices (meaning they only impact upon collision search). So in this case, the random point effect only determines the direction of the attack. Because it seems like Projectiles are so close to units in the Data Editor, it happened upon me that they also might be able to have the same EFFECTS as units or, Abilities. Namely, turn the Baneling into a projectile for example as a staple unit. Or the Scourge from the Campaign dependencies. They have suicide effects upon collision search automatically so; it seems perfect. I also noticed a "Projectile Life Timer" thing under the Projectile Mover? I believe? Does this time the projectiles flight time and thus can act as a range inhibitor? Or would using a negative regeneration rate for the projectiles Health be more effective?
Anyways, yes, I'm asking for kind've a how too as I'm still learning.