I setup a weapon, which on attack, will throw a missile, and, via set effect, use a search effect.
That search looks for a random valid target unit, and then issues an attack order to the source unit, applying to the selected unit.
This does successfully have the effect of making it attack random units in range. However, it also causes it to attack 2-3 times per attack cycle of 10 seconds, when it should only attack once.
So using an Issue Order is ignoring weapon cooldown/backswing? Interesting.
Could always get the weapon to apply a buff with a duration to the unit that the first effect in the weapon effect tree is disabled by via a Unit Compare Behavior Count validator.
I setup a weapon, which on attack, will throw a missile, and, via set effect, use a search effect. That search looks for a random valid target unit, and then issues an attack order to the source unit, applying to the selected unit.
This does successfully have the effect of making it attack random units in range. However, it also causes it to attack 2-3 times per attack cycle of 10 seconds, when it should only attack once.
Is there any way to resolve this?
Add a backswing for the weapon?
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
Based off of the Missile turret's longbolt missile. It already had a backswing. Removing it did not help either.
Still, good thought.
So using an Issue Order is ignoring weapon cooldown/backswing? Interesting.
Could always get the weapon to apply a buff with a duration to the unit that the first effect in the weapon effect tree is disabled by via a Unit Compare Behavior Count validator.
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
When the attack occurs, it issues the order. Unsure which order actually causes the repeat attack, and there is a delay between attacks.
The proposition seems to be that on attack, you add a temperary behavior, which prevents additional attacks.
Actually, I wonder if adding a delay before the order would help. Admittedly, attack speed modifications would throw that out of whack...