I have a somewhat interesting problem and I'm sure there is an easy solution out there, hopefully.
So I have duplicated the Battlecruiser Yamato ability, and then modified all of its aspects to suite my purposes. For one, I am using the ability on a dummy weapon with the effect "Issue order Yamato cannon target". It works perfectly as desired as I wanted to be able to tell the unit to attack a target or any zone and it start automatically yamato cannon over and over again.
there is one problem I don't quite now how to solve. That is during the charge up phase of the ability, (the default for yamato is 3 seconds) If the target is destroyed before the end of the 3 seconds (due to allied players or other players killing it) the firing is canceled. Is there a way to prevent this from happening?
The reason being, my special yamato does splash damage and I want the yamato missile and blast to occur regardless if the target is destroyed, (because splash damage would still damage other units, if the channeling is canceled it is sort of annoying and also counter productive to the weapon) I tried changing the target impact to point instead of target but that doesn't make much difference.
Essentially what I want it to do is finish channeling, fire the missile, and impact where the original dead target was.
Is there a quick fix besides changing the whole approach to what I'm trying to achieve, or do I need to take a different route?
Thanks for the help with that.... As it turned out there was one small effect in the effect tree that did not say target point. Sometimes its such the simpliest things.
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I have a somewhat interesting problem and I'm sure there is an easy solution out there, hopefully.
So I have duplicated the Battlecruiser Yamato ability, and then modified all of its aspects to suite my purposes. For one, I am using the ability on a dummy weapon with the effect "Issue order Yamato cannon target". It works perfectly as desired as I wanted to be able to tell the unit to attack a target or any zone and it start automatically yamato cannon over and over again.
there is one problem I don't quite now how to solve. That is during the charge up phase of the ability, (the default for yamato is 3 seconds) If the target is destroyed before the end of the 3 seconds (due to allied players or other players killing it) the firing is canceled. Is there a way to prevent this from happening?
The reason being, my special yamato does splash damage and I want the yamato missile and blast to occur regardless if the target is destroyed, (because splash damage would still damage other units, if the channeling is canceled it is sort of annoying and also counter productive to the weapon) I tried changing the target impact to point instead of target but that doesn't make much difference.
Essentially what I want it to do is finish channeling, fire the missile, and impact where the original dead target was.
Is there a quick fix besides changing the whole approach to what I'm trying to achieve, or do I need to take a different route?
Why not make yamato autocast and give the autocast validator a Unit Order Queue validator so it can only autocast on the attack target?
Tried a Redirect Target ability?
Make the effect tree target a point so that way if the target unit dies it still will target the point.
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
allow dead units as target? maybe need to add a small death time to all units.
@FunkyUserName: Go
Thanks for the help with that.... As it turned out there was one small effect in the effect tree that did not say target point. Sometimes its such the simpliest things.