I need Vulture spider mines to be able to attacked cloaked or burrowed units. should be an easy fix but I dont know where to find the flags for this. anybody have ideas?
Go to Unit Tab in the Data Editor. Find Spider mine. Find the Behavior + Field. Add Detector(#). The # represents the range it can detect.
Now it'll see cloaked/burrowed units.
Go to Unit Tab in the Data Editor. Find Spider mine. Find the Behavior + Field. Add Detector(#). The # represents the range it can detect.
Now it'll see cloaked/burrowed units.
the one problem with that behavior is that it makes the spider mine a detector. I need it so that a spidermine can automatically target cloaked or burrowed units. its kind of confusing to explain but in lamens terms i need it to be Starcraft 1 style where spider mines didnt reveal hidden enemys to your units, but they could automatically target them and kill them.
I think you could do a peroidic search effect. Once it finds an enemy, cloaked or not, you blow it up and the mine with it. I don't know how you could simulate the "move-to-enemy-and-then-blow-up" effect.
On the Weapon - Spider Mine object try changing the Search Filter settings for [Hidden] and [Visible]. I believe you just need to set [Hidden] to Allowed, but I may be wrong.
What about just turning off the visible requirement in the weapon - Vulture - Spider mines. It should be able to target cloak units, without having to see them
What about just turning off the visible requirement in the weapon - Vulture - Spider mines. It should be able to target cloak units, without having to see them
I feel like im doing something slightly wrong but I switched the Weapon - Target Filters under the weapons data and switch around buried and hidden with required and allowed but it seems to have no effect. Ive tested this in many different combinations.
I was able to get the spider mine to unburrow (by turning off the hidden and visible requirements in the spider mine burrow and unburrow ability) when some dark templars run over the mines but they just sit there. When the dts get out of range, the mines reburrow. So it seems its detecting them, but not moving towards the target and then suciding/damage.
A trigger work around you could try is to change ownership of the spider mine to an computer ally with No share vision and just have the detector behavior on (or include a condition to do this only when it has acquired a cloak unit.). Also, I didn't see any validators relating to must have sight or exclude cloak units while working on this.
I am sure we're just over looking something simple. Hopefully someone else see it and can call us "noobs" for missing it :)
I was able to get the spider mine to unburrow (by turning off the hidden and visible requirements in the spider mine burrow and unburrow ability) when some dark templars run over the mines but they just sit there. When the dts get out of range, the mines reburrow. So it seems its detecting them, but not moving towards the target and then suciding/damage.
A trigger work around you could try is to change ownership of the spider mine to an computer ally with No share vision and just have the detector behavior on (or include a condition to do this only when it has acquired a cloak unit.). Also, I didn't see any validators relating to must have sight or exclude cloak units while working on this.
I am sure we're just over looking something simple. Hopefully someone else see it and can call us "noobs" for missing it :)
As I stated earlier and Cinicraft repeated, did you try changing those filters on the WEAPON of the Spider Mine in addition to the burrow/unburrow abilities?
As I stated earlier and Cinicraft repeated, did you try changing those filters on the WEAPON of the Spider Mine in addition to the burrow/unburrow abilities?
Im pretty sure i did if your talking about the Weapon - Target Filters.
christ... there was like 7 different filters for this one unit that excluded hidden units, the weapon, auto attack ability and the unit itself.
why couldent blizzard just make this damn unit auto attack hidden units like the first game...
Burrowed units in my vs micro strategy are too overpowered and broken until i get these damn spidermines to attack them. so far spidermine come out of the ground which means they detect them however they never run up and kill them.
First make a list of all the Behaviors and Effects Linked to the "Spider Mine"
Next step is to go through every single one of them and look for "flags" and "requirements"
what your saying is that it is detecting the units but its not attacking them...... which tells me the targets arnt valid for the actual attack/ ability
can you tell us if the command the spider mine uses to suicide is actually a "weapon" or "abiltiy"
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Afaik, the spider mines follow and kill units by attacking them. So your problem is the default attack ability, which filters allied units for non-specific targets.
I need Vulture spider mines to be able to attacked cloaked or burrowed units. should be an easy fix but I dont know where to find the flags for this. anybody have ideas?
Do you mean see and attack? or it be able to splash on cloaked units?
Go to Unit Tab in the Data Editor. Find Spider mine. Find the Behavior + Field. Add Detector(#). The # represents the range it can detect.
Now it'll see cloaked/burrowed units.
@Xackery: Go
the one problem with that behavior is that it makes the spider mine a detector. I need it so that a spidermine can automatically target cloaked or burrowed units. its kind of confusing to explain but in lamens terms i need it to be Starcraft 1 style where spider mines didnt reveal hidden enemys to your units, but they could automatically target them and kill them.
I think you could do a peroidic search effect. Once it finds an enemy, cloaked or not, you blow it up and the mine with it. I don't know how you could simulate the "move-to-enemy-and-then-blow-up" effect.
I would think you could change the target from the behavior that actually makes the spider mine move and explode to include stealthed targets
@SouLCarveRR: Go
I'm not entirely sure about this but don't validators have anything to do with this?
As I recall, Spider Mines in StarCraft would attack cloaked units. Odd they don't in StarCraft 2, considering the Vulture is a legacy unit.
On the Weapon - Spider Mine object try changing the Search Filter settings for [Hidden] and [Visible]. I believe you just need to set [Hidden] to Allowed, but I may be wrong.
@cinicraft: Go
What about just turning off the visible requirement in the weapon - Vulture - Spider mines. It should be able to target cloak units, without having to see them
I feel like im doing something slightly wrong but I switched the Weapon - Target Filters under the weapons data and switch around buried and hidden with required and allowed but it seems to have no effect. Ive tested this in many different combinations.
@cinicraft: Go
I was able to get the spider mine to unburrow (by turning off the hidden and visible requirements in the spider mine burrow and unburrow ability) when some dark templars run over the mines but they just sit there. When the dts get out of range, the mines reburrow. So it seems its detecting them, but not moving towards the target and then suciding/damage.
A trigger work around you could try is to change ownership of the spider mine to an computer ally with No share vision and just have the detector behavior on (or include a condition to do this only when it has acquired a cloak unit.). Also, I didn't see any validators relating to must have sight or exclude cloak units while working on this.
I am sure we're just over looking something simple. Hopefully someone else see it and can call us "noobs" for missing it :)
As I stated earlier and Cinicraft repeated, did you try changing those filters on the WEAPON of the Spider Mine in addition to the burrow/unburrow abilities?
Im pretty sure i did if your talking about the Weapon - Target Filters.
christ... there was like 7 different filters for this one unit that excluded hidden units, the weapon, auto attack ability and the unit itself.
why couldent blizzard just make this damn unit auto attack hidden units like the first game...
Burrowed units in my vs micro strategy are too overpowered and broken until i get these damn spidermines to attack them. so far spidermine come out of the ground which means they detect them however they never run up and kill them.
First make a list of all the Behaviors and Effects Linked to the "Spider Mine"
Next step is to go through every single one of them and look for "flags" and "requirements"
what your saying is that it is detecting the units but its not attacking them...... which tells me the targets arnt valid for the actual attack/ ability
can you tell us if the command the spider mine uses to suicide is actually a "weapon" or "abiltiy"
Ancient necros of evil.
Just use an Issue Order effect to unburrow and then attack the target.
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
Afaik, the spider mines follow and kill units by attacking them. So your problem is the default attack ability, which filters allied units for non-specific targets.
Try to use a modified copy of the attack ability.