Ok, I need a very specific weapon and so far my rusty editor brain won't make it happen. What I need is a weapon much like the Diamondback's, the type that fires on the move, but it isn't supposed to switch targets in any way after I use an Issue Order effect to make it fire at a specific target. I need for example to make it fire at a building and never switch to the workers around it, even though they have higher priorities. All methods I tried so far break the weapon so it won't fire on the move.
So you're remaking the new lotv unit? What about giving the unit an ability that gives the unit a behavior that allows the attack to actually attack the unit but only a unit with that behavior. Itll at the least limit what it can attack.
@JacktheArcher: Go Yes, but that would fall in one problem I already have, multiple units attacking can have the same or different targets. Let's say that you target a Command Center with 10 units and an SCV with only 1, all units will attack the SCV, then switch to the CC when the SCV dies. So far I managed to make them not switch targets that have the same priority, but that still leaves a lot of buggy cases.
I think LotV engine allows something we can't do right now, maybe turrets following ability targets, anything that makes this ability way easier to make than it is now. Anyway, I'll keep looking for a good workaround.
What you will want for the weapon is for it to create a persistent that is channeled. What you are basically looking for is what Azmodan in Heroes of the Storm does once he upgrades his laser beam (it allows him to move but continue channeling on the target). By making the weapon channeled, it will not break targeting unless ordered to do otherwise. I'll take a look at Azmodan and see if I can figure out what Blizzard did for that upgrade/ability.
Edit: Ok, all Blizzard did was do a create persistent, with a periodic effect of doing the damage and a periodic validator. However, what they also did, as the initial effect, was to apply a behavior to Azmodan that is disables all other abilities, except laser, which is enabled.
@ArcaneDurandel: Go But is it an ability? I need to do that with a weapon.
EDIT: The persistent really fixed most of the issues I had, I must have done something really wrong the first time I created the weapon, because I scrapped the persistent in favour of just launching missiles.
Hmm, that's interesting. If this is a weapon, then the only things that should prevent it from attacking allies is either the weapon itself with its target filters or the attack ability with its filters (Most units use the default attack ability, but you may wish to examine and make a custom one).
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Ok, I need a very specific weapon and so far my rusty editor brain won't make it happen. What I need is a weapon much like the Diamondback's, the type that fires on the move, but it isn't supposed to switch targets in any way after I use an Issue Order effect to make it fire at a specific target. I need for example to make it fire at a building and never switch to the workers around it, even though they have higher priorities. All methods I tried so far break the weapon so it won't fire on the move.
@SoulFilcher: Go
So you're remaking the new lotv unit? What about giving the unit an ability that gives the unit a behavior that allows the attack to actually attack the unit but only a unit with that behavior. Itll at the least limit what it can attack.
@JacktheArcher: Go Yes, but that would fall in one problem I already have, multiple units attacking can have the same or different targets. Let's say that you target a Command Center with 10 units and an SCV with only 1, all units will attack the SCV, then switch to the CC when the SCV dies. So far I managed to make them not switch targets that have the same priority, but that still leaves a lot of buggy cases.
I think LotV engine allows something we can't do right now, maybe turrets following ability targets, anything that makes this ability way easier to make than it is now. Anyway, I'll keep looking for a good workaround.
What you will want for the weapon is for it to create a persistent that is channeled. What you are basically looking for is what Azmodan in Heroes of the Storm does once he upgrades his laser beam (it allows him to move but continue channeling on the target). By making the weapon channeled, it will not break targeting unless ordered to do otherwise. I'll take a look at Azmodan and see if I can figure out what Blizzard did for that upgrade/ability.
Edit: Ok, all Blizzard did was do a create persistent, with a periodic effect of doing the damage and a periodic validator. However, what they also did, as the initial effect, was to apply a behavior to Azmodan that is disables all other abilities, except laser, which is enabled.
@ArcaneDurandel: Go But is it an ability? I need to do that with a weapon.
EDIT: The persistent really fixed most of the issues I had, I must have done something really wrong the first time I created the weapon, because I scrapped the persistent in favour of just launching missiles.
For some reason it renders the weapon unable to attack friendly or neutral units.
Hmm, that's interesting. If this is a weapon, then the only things that should prevent it from attacking allies is either the weapon itself with its target filters or the attack ability with its filters (Most units use the default attack ability, but you may wish to examine and make a custom one).