Use an Augment Ability. By doing so, you can have it apply a behavior that ups the damage by 1, that has a damage response that will remove it. Augments run an effect then have the unit use another ability immediately, so in this case, Attack. So basically like Zealot Charge.
The Marine is ordered to attack a unit. When it does, the Augmented ability applies a buff to the Marine. The buff increases the damage of the Marine.
The problem is how to remove the buff. Preferably, the Marine shall deal +1 damage towards the unit it is ordered to focus fire, regardless if it shoots 1 or 1000 shots. As soon as it is ordered to move or attack something else, the buff shall be removed.
It sounds like the concept is flawed since why should manually targeting a unit give it more damage? Marines are perfectly capable of attacking a single target by themselves when attack moving and generally keep at it until the target is dead or out of range.
A better focus fire would be to apply a damage enhancing debuff to the enemy that only affects a single attacker after the first attack. This means that attacking the same target multiple times increases damage.
You could use a trigger to detect what you want. If the current order is equal to attacking the current attack target then you give the marine a damage buff for that attack.
Regardint the last comment: Well, I was developing a mod in HoTS ca 1,5 years ago that I then took a break from. I recently started again and thus got reminded of the old problem that I had. I didn't find any good solution now either in the editor, but I wanted to give it a last shot by asking for advice. Better to bump than to create a new thread about it : )
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Lets say I have a Marine.
If I A-move it towards a location, it will deal 6 dmg per shot to any enemy unit it attacks on the way.
But if I instead select the Marine and orders it to shoot at a specific enemy unit, it will deal 7 dmg per shot.
Any ideas how this can be achieved?
Maybe just use an ability instead of an attack for the focus part.
Use an Augment Ability. By doing so, you can have it apply a behavior that ups the damage by 1, that has a damage response that will remove it. Augments run an effect then have the unit use another ability immediately, so in this case, Attack. So basically like Zealot Charge.
Thanks for the replies.
It was easy to get the Augmented ability to work.
The Marine is ordered to attack a unit. When it does, the Augmented ability applies a buff to the Marine. The buff increases the damage of the Marine.
The problem is how to remove the buff. Preferably, the Marine shall deal +1 damage towards the unit it is ordered to focus fire, regardless if it shoots 1 or 1000 shots. As soon as it is ordered to move or attack something else, the buff shall be removed.
Any ideas?
It sounds like the concept is flawed since why should manually targeting a unit give it more damage? Marines are perfectly capable of attacking a single target by themselves when attack moving and generally keep at it until the target is dead or out of range.
A better focus fire would be to apply a damage enhancing debuff to the enemy that only affects a single attacker after the first attack. This means that attacking the same target multiple times increases damage.
You could use a trigger to detect what you want. If the current order is equal to attacking the current attack target then you give the marine a damage buff for that attack.
I use the Marine as an example to explain the problem
@Kabelkorven: Go
Look at my harvest simulation demo map or my turret simulation map. There I apply and remove buffs based on order queue.
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
Bump.
Anyone has any ideas how to approach this problem? Perhaps new things are possible in LoTV
I'd change the marine's attack effect to be a set, which has the damage effect and a remove behavior effect.
Or maybe have a validator on the augment that doesnt let it be active once the unit is ordered to move (or anything but attack)
Or a remove behavior that triggers when the unit is not attacking and has the +1damage behavior active.
edit: Also, LOL you are still asking this question 2 years later? There might not be a good solution if it's taken this long to solve.
Thanks for the replies.
Regardint the last comment: Well, I was developing a mod in HoTS ca 1,5 years ago that I then took a break from. I recently started again and thus got reminded of the old problem that I had. I didn't find any good solution now either in the editor, but I wanted to give it a last shot by asking for advice. Better to bump than to create a new thread about it : )