Hello, I am trying to create a hero air unit with the ability to launch fighters. I'm using the mothership as a hero unit in a custom map and it has multiple weapons. So far I have been able to get the other two weapons firing simultaneously but the launch interceptor ability only launches one fighter and not all 8. Does anyone know how to make this work and know why it is only launching one fighter ?
Look at the Carrier. I would assume you're making the weapon call a Use Magazine effect directly, which causes it to launch 1 fighter every time the weapon fires. The Carrier instead uses a Persistent effect to trigger the launch effect 4-8 times in quick succession. Alternatively set the weapon cooldown to near-0.
Also make sure everything else is set up properly, i.e. the ship should have more than 1 fighter ready and the Arm Magazine ability should allow the fighters to remain active long enough (which it does by default). I also suggest removing the other weapon from the ship for testing, if that instantly solves your problem you've either messed up the weapon flags (shared cooldown etc) or have multiple weapons executing a channeled effect, causing them to interrupt each other.
So I was able to get the fighters to launch but now the other two weapons are not functioning. I also un checked the linked cooldown and backswing on all 3 weapons.
Hello, I am trying to create a hero air unit with the ability to launch fighters. I'm using the mothership as a hero unit in a custom map and it has multiple weapons. So far I have been able to get the other two weapons firing simultaneously but the launch interceptor ability only launches one fighter and not all 8. Does anyone know how to make this work and know why it is only launching one fighter ?
Thanks!
Look at the Carrier. I would assume you're making the weapon call a Use Magazine effect directly, which causes it to launch 1 fighter every time the weapon fires. The Carrier instead uses a Persistent effect to trigger the launch effect 4-8 times in quick succession. Alternatively set the weapon cooldown to near-0.
Also make sure everything else is set up properly, i.e. the ship should have more than 1 fighter ready and the Arm Magazine ability should allow the fighters to remain active long enough (which it does by default). I also suggest removing the other weapon from the ship for testing, if that instantly solves your problem you've either messed up the weapon flags (shared cooldown etc) or have multiple weapons executing a channeled effect, causing them to interrupt each other.
Else consider an external magazine
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
@DrSuperEvil: Go
So I was able to get the fighters to launch but now the other two weapons are not functioning. I also un checked the linked cooldown and backswing on all 3 weapons.
I believe the carrier weapon is channelled via the Create Persistent effect so this disables the use of all other weapons while chanelling.
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
@DrSuperEvil: Go
Thanks! Looks like that did the trick!