In BW, activated spider mine chases its target unit FOREVER until itself is destroyed or suicides.
In SC2, activated spider mine chases its target unit only for small range when
target moves far away then stops, and burrows itself.
How would I need to alter spider mine behavior so that it will always
follow its target unit unless itself is destroyed/suicides?
@TwilightMarine: Go
All units are affected by a leash that prevents them from following units after a certain distance. It's a global value you can find in data->gameplay settings. I don't know of any other way you would change this, other than making the spider mine burrow ability really complicated.
I tried your method but it did not work...can anyone help? I tried increasing
spider mine's unburrow follow range and casting range extra to 100 but still it wont follow a target forever.
I thought there was another leash value that wasn't a global.... like per unit, or on the actual attack ability. Check those to see if there's what you're looking for.
When the spider mine unburrows and begins chasing, that's it acquiring the target automatically, and automatically pursuing. This is different from a true attack order. A true attack order will chase indefinately. I forget exactly how the spider mine works.... does it have a weapon that scans for targets? A different implementation could have an autocast ability that does a search area in a radius around the spider mine, and issues an 'attack' order on the target it finds. You'd then set the weapon of the spider-mine to have a very small range, and an effect set of AoE damage and personal suicide.
I don't remember the default spider mine implementation, but if I was making my own Mine like that, that's how I'd do it :)
@sdragoon7: Go
Found a simple answer. Go to Effect-> Spider Mine burrow and uncheck auto cast and autocast (On).
Check Autocast (idle). Then the spider mine will follow the unit forever.
In BW, activated spider mine chases its target unit FOREVER until itself is destroyed or suicides. In SC2, activated spider mine chases its target unit only for small range when target moves far away then stops, and burrows itself.
How would I need to alter spider mine behavior so that it will always follow its target unit unless itself is destroyed/suicides?
Bump.
@TwilightMarine: Go All units are affected by a leash that prevents them from following units after a certain distance. It's a global value you can find in data->gameplay settings. I don't know of any other way you would change this, other than making the spider mine burrow ability really complicated.
@shardfenix: Go
I tried your method but it did not work...can anyone help? I tried increasing spider mine's unburrow follow range and casting range extra to 100 but still it wont follow a target forever.
Bump. Help!
I thought there was another leash value that wasn't a global.... like per unit, or on the actual attack ability. Check those to see if there's what you're looking for.
When the spider mine unburrows and begins chasing, that's it acquiring the target automatically, and automatically pursuing. This is different from a true attack order. A true attack order will chase indefinately. I forget exactly how the spider mine works.... does it have a weapon that scans for targets? A different implementation could have an autocast ability that does a search area in a radius around the spider mine, and issues an 'attack' order on the target it finds. You'd then set the weapon of the spider-mine to have a very small range, and an effect set of AoE damage and personal suicide.
I don't remember the default spider mine implementation, but if I was making my own Mine like that, that's how I'd do it :)
@sdragoon7: Go Found a simple answer. Go to Effect-> Spider Mine burrow and uncheck auto cast and autocast (On). Check Autocast (idle). Then the spider mine will follow the unit forever.