I've been sifting around the forum/online and haven't been able to find any good resources for a simple weapon I'm trying to make.
I''m trying to use the ATS laser battery as a multiple-projectile weapon. No matter what I edited in the behaviors (damage + launcher) or weapon, I cannot get it to attack more than 1 unit simultaneously.
My hope is to create a laser that can target up to three units at a time. I've tried duplicating the weapon multiple times, giving all copies of the weapon to the unit, removing backswing and "attack target only" options, as well as removing linked cooldowns.
Turn off the Linked Cooldown flag on the weapon. Should fix it.
In addition, make each weapon apply a behavior that has a duration of whatever the attack speed its. Make a requirement for the weapon so it cannot target a unit with this behavior. Add the weapon three times to the unit.
You can use a Search Area effect that applies a Buff behaviour to the target (using an Apply Behavior effect) that the Target Sorts used by the search then prioritise but this has limitations if there are multiple units as all will focus on the same three.
A similar problem occurs with using multiple weapons that use buffs to prevent the others targeting the same target in that it will prevent focussed fire.
I am currently experimenting with a potential workaround using markers that will be compatible with side facing weapons.
For utility purposes, would it be better to just use a bounce system of some sort instead? (I've tried toying with this as well, and adding launch missiles to the bounce slot, and I notice they just go in a static direction and not for nearby units)
You could have a regular weapon that searches before missile launch for 2 other valid targets in X range and launches an additional missile towards them. You can even add a small delay via persistents to the bonus missiles to all the launches don't sync up. This won't look pretty if your weapon is on a unit with an attack animation.
Another way is to have 3 separate weapons with unlinked cooldowns. Each weapon applies a unique behavior on its target (A/B/C) and cannot attack targets with the other two behaviors. Look at liberator AG marker for how to do this on a unit-by-unit basis.
3 searches held in a create persistent would be an okay way. although it would be kind of random, and the same unit could be targeted by multiple searches
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
You can do it with a single search. Set the maximum count to 2 and in the exclude field add in the primary target. If you want a pattern to the search you could use a TS filter. The default search effect chooses the units nearest the search point, in this case probably the first target.
I'm concerned about making multiple units attack the same ones with buffs applied, as I'm not sure if it'll result in all units focus-firing anyway.
Overlapping is okay - I just want it to be on a random basis. I saw the TSRandom function and I tried applying it to no avail. I will have to apply something that Dorkles mentioned that excludes primary target (I don't know exactly where that is, however)
Problem with TS random is that each search will randomly choose a new target. I am currently experimenting with a search that picks a random target that then uses a set effect to apply a marker from the effect tree that a downstream search then picks up on for subsequent attacks.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Hello!
I've been sifting around the forum/online and haven't been able to find any good resources for a simple weapon I'm trying to make.
I''m trying to use the ATS laser battery as a multiple-projectile weapon. No matter what I edited in the behaviors (damage + launcher) or weapon, I cannot get it to attack more than 1 unit simultaneously.
My hope is to create a laser that can target up to three units at a time. I've tried duplicating the weapon multiple times, giving all copies of the weapon to the unit, removing backswing and "attack target only" options, as well as removing linked cooldowns.
Is there something I haven't done yet?
Heres a method for three targets:
Turn off the Linked Cooldown flag on the weapon. Should fix it.
In addition, make each weapon apply a behavior that has a duration of whatever the attack speed its. Make a requirement for the weapon so it cannot target a unit with this behavior. Add the weapon three times to the unit.
If you want I can make an example map.
@coffeeclubbr: Go
Do I actually need to apply a behavior, or can I leave the behavior as None?
Additionally, is this a post or pre effect behavior?
Ahhh, so you want one gun to be able to target 3 enemies , correct?
Sooo... That one gun fire three projectile at the same time.
Hmm... Ohhhh right. Like kerrigan's weapon and protoss's void ray.
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@hardball69: Go
Actually, the method I described earlier will not work if there are multiple units. Might want to wait for DrSuperEvil to answer this one.
You can use a Search Area effect that applies a Buff behaviour to the target (using an Apply Behavior effect) that the Target Sorts used by the search then prioritise but this has limitations if there are multiple units as all will focus on the same three.
A similar problem occurs with using multiple weapons that use buffs to prevent the others targeting the same target in that it will prevent focussed fire.
I am currently experimenting with a potential workaround using markers that will be compatible with side facing weapons.
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
For utility purposes, would it be better to just use a bounce system of some sort instead? (I've tried toying with this as well, and adding launch missiles to the bounce slot, and I notice they just go in a static direction and not for nearby units)
You could have a regular weapon that searches before missile launch for 2 other valid targets in X range and launches an additional missile towards them. You can even add a small delay via persistents to the bonus missiles to all the launches don't sync up. This won't look pretty if your weapon is on a unit with an attack animation.
Another way is to have 3 separate weapons with unlinked cooldowns. Each weapon applies a unique behavior on its target (A/B/C) and cannot attack targets with the other two behaviors. Look at liberator AG marker for how to do this on a unit-by-unit basis.
3 searches held in a create persistent would be an okay way. although it would be kind of random, and the same unit could be targeted by multiple searches
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
You can do it with a single search. Set the maximum count to 2 and in the exclude field add in the primary target. If you want a pattern to the search you could use a TS filter. The default search effect chooses the units nearest the search point, in this case probably the first target.
So does he want the potential for the targets to overlap or not?
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
I'm concerned about making multiple units attack the same ones with buffs applied, as I'm not sure if it'll result in all units focus-firing anyway.
Overlapping is okay - I just want it to be on a random basis. I saw the TSRandom function and I tried applying it to no avail. I will have to apply something that Dorkles mentioned that excludes primary target (I don't know exactly where that is, however)
It does so is not multicastable.
Problem with TS random is that each search will randomly choose a new target. I am currently experimenting with a search that picks a random target that then uses a set effect to apply a marker from the effect tree that a downstream search then picks up on for subsequent attacks.
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