I am trying to make a ranged weapon that has an issue order effect built into it, which orders the ground unit to slightly move toward the enemy when attacking. (Instead of standing still)
I am experimenting with a create persistent effect added to the weapon, which applies an issue order as its initial effect. Then the missiles are launched as persistent effects.
Currently, the unit is ordered to move immediately when attacking but I can not control in which direction it moves... So it always just moves to the same edge of the map as soon as it attacks : p
Any ideas how to make an issue order effect cause the attacking unit to always move slightly toward the enemy?
Sounds like your Create Persistent effect is not set up correctly. As the target unit is dead it is defaulting to the lower left of the map because the persistent is not validated.
I am experimenting with offset values on the Create Persistent effect. I have built another ability that teleports a unit -4 on the Y axis, in the opposite direction of the caster of the spell. But for some reason, the Issue Order effect refuses to give the move command to that specific location, when I use the same setup... > . <
Or is there any other way to determine the direction of the Issue Order move command?
Below are three pictures of how the setup currently looks. I am aware that it looks embarrassing atm... : p ... but I have fiddled around with more simple solutions and tried to mimic similar abilities, but the unit refuses to issue the move command in the direction it is attacking. I am probably missing something very obvious...
The setup I show on the pictures does not work obviously. But if I set Offset - Initial to 0, in the second picture, the unit is at least given the issue move command as soon as it attacks. (It always moves to the bottom left corner.)
I use the Phoenix weapon for testing purposes and apply it on a ground unit, with the intention of giving it a more air like feeling.. as if it is "gliding" when attacking...
1. Either use a Create Persistent with period effects or use a buff with period effects.
1A: your Create Persistent must use 'caster (or source) unit as the location
2B: you must use period offset of 0, -Y, 0 for your offset. use -Y not +Y
[edit] use caster unit. Dr.SuperEvil is correct, you cannot use a point
This will make the caster/source unit use a location 'in front' of the caster/source
as in: the direction face towards the target
2. Period Effects:
2A: use a IssueOrder Attack Effect
2B: use a IssueOrder Move Effect for the 2nd period effect, using the -y offset
Tricky Part: The period duration between IssueOrder Move and the 'next' Period effect 'must' have enough time for the unit to 'move' to the offset location before another period effect is executed.
Another option is to use force effects in lieu of the IssueOrder Move effect (but you would need to use 'target' as the location paired with a negative force)
This is a very unexplored suggestion on my part, but:
In my time working on my weapons, I noticed that when I set the Weapon: Pathing Ammo Unit to the Projectile Unit I was using for the weapon's effects, then the Unit firing the weapon would move towards the target while attacking.
I haven't tested this with non projectile based weapons, or extensively at all really. It is just something I noticed while testing other things.(it wasn't a feature I was looking for at the time)
I don't know if it would be useful for other movement directions either. (like moving away or flanking) But my initial curiosity is to see what happens when I use a Pathing unit that is different than the Launch Projectile, or a Pathing Unit with a Mover that has Motion Phases in specific directions.
The location offset - start for the persistent needs to be set to the caster unit. With the Issue Order effect you should specify a target otherwise it will order the unit to move to itself.
@erdrik: Consider using a throw driver for your mover.
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I am trying to make a ranged weapon that has an issue order effect built into it, which orders the ground unit to slightly move toward the enemy when attacking. (Instead of standing still)
I am experimenting with a create persistent effect added to the weapon, which applies an issue order as its initial effect. Then the missiles are launched as persistent effects.
Currently, the unit is ordered to move immediately when attacking but I can not control in which direction it moves... So it always just moves to the same edge of the map as soon as it attacks : p
Any ideas how to make an issue order effect cause the attacking unit to always move slightly toward the enemy?
Sounds like your Create Persistent effect is not set up correctly. As the target unit is dead it is defaulting to the lower left of the map because the persistent is not validated.
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 am experimenting with offset values on the Create Persistent effect. I have built another ability that teleports a unit -4 on the Y axis, in the opposite direction of the caster of the spell. But for some reason, the Issue Order effect refuses to give the move command to that specific location, when I use the same setup... > . <
Or is there any other way to determine the direction of the Issue Order move command?
Make it that the persistent starts on the caster and just uses the target for orientation similar to the hellion weapon.
If it is working with teleport then you must have set up your Issue Order effect incorrectly. Do you have a screenshot of how you have it set up?
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
Below are three pictures of how the setup currently looks. I am aware that it looks embarrassing atm... : p ... but I have fiddled around with more simple solutions and tried to mimic similar abilities, but the unit refuses to issue the move command in the direction it is attacking. I am probably missing something very obvious...
The setup I show on the pictures does not work obviously. But if I set Offset - Initial to 0, in the second picture, the unit is at least given the issue move command as soon as it attacks. (It always moves to the bottom left corner.)
I use the Phoenix weapon for testing purposes and apply it on a ground unit, with the intention of giving it a more air like feeling.. as if it is "gliding" when attacking...
http://imgur.com/a/vcUPZ
http://imgur.com/a/aeHRV
http://imgur.com/a/gBXGy
Thanks to anyone who has the time to take a look!
Hi Kabel, try this:
1. Either use a Create Persistent with period effects or use a buff with period effects.
1A: your Create Persistent must use 'caster (or source) unit as the location
2B: you must use period offset of 0, -Y, 0 for your offset. use -Y not +Y
[edit] use caster unit. Dr.SuperEvil is correct, you cannot use a point
This will make the caster/source unit use a location 'in front' of the caster/source
as in: the direction face towards the target
2. Period Effects:
2A: use a IssueOrder Attack Effect
2B: use a IssueOrder Move Effect for the 2nd period effect, using the -y offset
Tricky Part: The period duration between IssueOrder Move and the 'next' Period effect 'must' have enough time for the unit to 'move' to the offset location before another period effect is executed.
Another option is to use force effects in lieu of the IssueOrder Move effect (but you would need to use 'target' as the location paired with a negative force)
This is a very unexplored suggestion on my part, but:
In my time working on my weapons, I noticed that when I set the Weapon: Pathing Ammo Unit to the Projectile Unit I was using for the weapon's effects, then the Unit firing the weapon would move towards the target while attacking.
I haven't tested this with non projectile based weapons, or extensively at all really. It is just something I noticed while testing other things.(it wasn't a feature I was looking for at the time)
I don't know if it would be useful for other movement directions either. (like moving away or flanking) But my initial curiosity is to see what happens when I use a Pathing unit that is different than the Launch Projectile, or a Pathing Unit with a Mover that has Motion Phases in specific directions.
The location offset - start for the persistent needs to be set to the caster unit. With the Issue Order effect you should specify a target otherwise it will order the unit to move to itself.
@erdrik: Consider using a throw driver for your mover.
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
Thanks for all your replies! I will attempt to fix it