Yea i suppose, this problem is really making me question continuing with the map, because this could cause major problems as i progress through making the map(it wouldnt be a problem if each player owned a single unit but that is not the case).
Your first tutorial doesnt seems like it would help me at all, ive juts about given up on "realistic projectiles" because its so damn complex and i already made a good portion of the weapons in the map. The second tutorial is the exact one mentioned in earlier posts... please read this thread before you post something because you might just repeat what some one else said... and that is very irritating since ive nearly pulled my hair out trying to solve this.
If you didnt intend on that then there isnt a need to apologize. Im now considering this thread close since i have two options which are to convert my walls into units and give every used weapon a launch missile/persistent effect which is ALOT of work, if i knew about this before i made the terrain and the weapons then i would have no problem with this, because there wouldnt be any converting involved. My other otption is to simply not do realistic weapons(which even i did this it wouldnt work the way i want it to) and right now that will be my choice until i have the willpower to do it.
This may be reviving something long-dead. But I came across it while googling and I may have an idea.
You said you already have a validator that successfully makes it so you can't attack if you try to target something through the wall, right?
What if you could add something that gives the unit a move order when you target something in the room?
You'd just need to make sure that the validator is working correctly, and that it doesn't stop you from attacking if you're in the same room as your target.
EDIT: Or like DrSuperEvil said.
Something like this perhaps?
(You'll have to go through and rebuild the trigger yourself. This is a proof of concept.)
Duplicate the stuff inside the NOT and the AND conditions for each region you're checking for.
You're basically making sure the triggering unit is not WITHIN a region, and that its attack target is WITHIN the region. If so, you issue the unit a move order to the same place you tried to attack to.
You may need to duplicate these conditions further to make sure units WITHIN the region can't attack units NOT WITHIN it.
EDIT: You may have to manipulate it further so that it won't go off if the triggering unit and the target are on either side of the doorway.
Yea i suppose, this problem is really making me question continuing with the map, because this could cause major problems as i progress through making the map(it wouldnt be a problem if each player owned a single unit but that is not the case).
I would resort to triggers that look for a footprint between the target and the attacker.
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
How would i do that?
Your first tutorial doesnt seems like it would help me at all, ive juts about given up on "realistic projectiles" because its so damn complex and i already made a good portion of the weapons in the map. The second tutorial is the exact one mentioned in earlier posts... please read this thread before you post something because you might just repeat what some one else said... and that is very irritating since ive nearly pulled my hair out trying to solve this.
Hmm, your comment sounds like sarcasm so ill just ignore it.
I know youre trying to help, but im used to people who just insult your intelligence when you cant solve something.
If you didnt intend on that then there isnt a need to apologize. Im now considering this thread close since i have two options which are to convert my walls into units and give every used weapon a launch missile/persistent effect which is ALOT of work, if i knew about this before i made the terrain and the weapons then i would have no problem with this, because there wouldnt be any converting involved. My other otption is to simply not do realistic weapons(which even i did this it wouldnt work the way i want it to) and right now that will be my choice until i have the willpower to do it.
This may be reviving something long-dead. But I came across it while googling and I may have an idea.
You said you already have a validator that successfully makes it so you can't attack if you try to target something through the wall, right?
What if you could add something that gives the unit a move order when you target something in the room?
You'd just need to make sure that the validator is working correctly, and that it doesn't stop you from attacking if you're in the same room as your target.
EDIT: Or like DrSuperEvil said.
Something like this perhaps?
(You'll have to go through and rebuild the trigger yourself. This is a proof of concept.)
Duplicate the stuff inside the NOT and the AND conditions for each region you're checking for.
You're basically making sure the triggering unit is not WITHIN a region, and that its attack target is WITHIN the region. If so, you issue the unit a move order to the same place you tried to attack to.
You may need to duplicate these conditions further to make sure units WITHIN the region can't attack units NOT WITHIN it.
EDIT: You may have to manipulate it further so that it won't go off if the triggering unit and the target are on either side of the doorway.
@QuantumMenace: Go
Again people want missiles to launch and stop at footprints which your thread could not offer.
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