Banshee flees from air attacks, but Viking doesn't flee from ground attack. What defines this difference? All responsible options on unit and weapon seems to be equal between them. I want a Viking-alike unit, that only has AA weapon to flee from ground attacks, but engage in battle as usual if attacked from air.
Something you've created in your map is messing with it because I just made a default test map with some marines and vikings and the vikings definitely retreated away from the marine fire when hit. Try setting your viking to default and testing again, or do a test with the merc vikings if you've left those untouched.
Edit: after thinking about it, my guess is that the vikings are trying to morph into assault mode but are unable to because of the AI setting in your map. Just a guess. I'd try to work backwards from a corrupter instead.
Wow, somehow you gave me the idea to try, and it worked! The reason causing this issue was the same as in the neighbor thread about "help" sounds not running. Damage effects inherited from "CEffectDamage" parent have different set of flags, which doesn't cause flee reaction. Unlike the ones inherited from DU_WEAP.
Yea, that's the area I though the solution hides somwhere at, but the field you mentioned doesn't distinguish between if unit able or not to attack his offender. And default value of Acquire field works just fine if the damage effect set up correctly.
Banshee flees from air attacks, but Viking doesn't flee from ground attack. What defines this difference? All responsible options on unit and weapon seems to be equal between them. I want a Viking-alike unit, that only has AA weapon to flee from ground attacks, but engage in battle as usual if attacked from air.
Tried the Tactical AI fields or removing the Morph?
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https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
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@DrSuperEvil: Go
Just tried. Abils doesn't affect it, it seems. Tactical AI has "retreat" field, but enabling it doesn't seem to affect it either.
Something you've created in your map is messing with it because I just made a default test map with some marines and vikings and the vikings definitely retreated away from the marine fire when hit. Try setting your viking to default and testing again, or do a test with the merc vikings if you've left those untouched.
Edit: after thinking about it, my guess is that the vikings are trying to morph into assault mode but are unable to because of the AI setting in your map. Just a guess. I'd try to work backwards from a corrupter instead.
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@Bilxor: Go
Wow, somehow you gave me the idea to try, and it worked! The reason causing this issue was the same as in the neighbor thread about "help" sounds not running. Damage effects inherited from "CEffectDamage" parent have different set of flags, which doesn't cause flee reaction. Unlike the ones inherited from DU_WEAP.
You seriously are saying you did not double check the flags?
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
I had no idea it was damage effect's responsibility to cause target's flee reaction, thought there's something on units.
Under the behaviour fields there is the Acquire which determines if a unit attacks or flees in response to taking damage.
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
Yea, that's the area I though the solution hides somwhere at, but the field you mentioned doesn't distinguish between if unit able or not to attack his offender. And default value of Acquire field works just fine if the damage effect set up correctly.