Because i cant find any analog of *warcraft 3 PhoenixFire ability* !!
Who dont know - this ability allow to make battletanks / battleships type of gameplay.
Weapons+ Its not the same!!!
Because its not support weapon stacking... if here 2 weapons which attack ground only 1 will work!
So i am looking in Behaviors+ and its looks like here is nothing "to automatically shoot projectiles at nearby targets"!
Quote from CEMEHbl4:
hey guys i just in a shock right now...
Because i cant find any analog of *warcraft 3 PhoenixFire ability* !! Who dont know - this ability allow to make battletanks / battleships type of gameplay.
Weapons+ Its not the same!!! Because its not support weapon stacking... if here 2 weapons which attack ground only 1 will work!
So i am looking in Behaviors+ and its looks like here is nothing "to automatically shoot projectiles at nearby targets"!
zifoon
Uberlisk is only prove that this will not work... because:
Its not a phoenix fire ability , its a bunch of Spine Crawlers with 1 Weapon each, attached to ultralisk!
But again we cant use "Weapon way" because its do not stack with the same weapon on hero unit (only 1 will shoot).
Also, we even cannot attach Crawlers via triggers.
This means crawlers (which suppose to be phoenix fire) should be attached before Map Start.
And we have no permission to add or substract it during a game, even with triggers!!!
It should be possible to do this. Weapons can be set so they fire while moving. Multiple Weapons can fire at the same time. The problem with this kind of weapon is that they fire at the nearest target.
I think it should work if you give the weapon a search effect which picks x random units in an area around the caster and fires a missile effect to those units. If it does not work you could try a behaviour with a search effect.
You can disable the "Linked Cooldown" option from the weapons, that way you can fire 2 weapons at the same time if that unit has both, but the problem is if you add more than one of the same weapon on a unit, only 1 will be active, so you would need every weapon to be different.
but the problem is if you add more than one of the same weapon on a unit, only 1 will be active, so you would need every weapon to be different.
Exactly! this is the problem i referencing to!!
So weapons seems to be useless to simulate phoenix fire.But i have no idea how to make a behavior "to automatically shoot projectiles at nearby targets".
I dont know if it even possible? Because i cant find it...
There is no magic base spell you can use this for. You will need to create a Behaviour that periodically call a Search Effect, setting as Valid Targets Hostile units. When found, it will call a Launch Missile effect, which will also have an On Impact effect that deals the damage.
EDIT: In retroscpect, you can use the Point Laser Drone Behavior for this, just chnage valid targets from projectils to ground
You all are going about this wrong. If you apply a Search effect to a weapon, it will only go off when the unit attacks WITH THAT WEAPON. This isn't anything like how Phoenix Fires functions in WarCraft 3.
The best way is this. Create a damage effect that you want to use for the Phoenix Fire missiles. Create an actor and set it up to respond to this damage effect (look at other actors' Event fields for an example, depending on whether you want a beam or a projectile). Then, create a Search Area effect and set the data fields however you need, and set the effect to the Damage effect you just created. Now, create a Buff Behavior, give it a Period and set it's Periodic Effect to the Search you just created. Finally, give the unit in question the Behavior, and you are done.
I don't remember exactly how the Phoenix Fire functioned, but what I just described will cause the unit to shoot a missile at a valid target in range every X seconds. If you want to attach other effects to it, you can, but this is a good starting point.
Why bother using behaviours? It just makes things more complicated, all you have to do is create multiple weapons in the data editor and make sure that all those weapons don't use "linked cooldowns" and don't only fire at the attacked unit and are set to be able to fire while moving.
The key part to making all the weapons fire at maximum efficiency is to make sure that only one of the weapons possible on a single unit has "can initiate attack". If there is more than one weapon on a unit than has can initiate attack then the unit will get confused on which weapon is initiating and usually only the fastest firing weapon will fire.
Turrets don't matter, you can use the free rotate turret with any number of weapons on the same unit. All that matters is the "can initiate attack" flag.
I take it you want to make battle tanks. All you would have to do is have a default weapon that has "can initiate attack" on it, and all the other weapons added through items should not have this flag checked.
The only thing about using this is that when you right click on an enemy, the unit will actually focus all its weapons on that enemy before attacking randomly again. This is actually a plus in my opinion because pheonix fire was never targetable like this.
Why bother using behaviours? It just makes things more complicated, all you have to do is create multiple weapons in the data editor and make sure that all those weapons don't use "linked cooldowns" and don't only fire at the attacked unit and are set to be able to fire while moving.
The key part to making all the weapons fire at maximum efficiency is to make sure that only one of the weapons possible on a single unit has "can initiate attack". If there is more than one weapon on a unit than has can initiate attack then the unit will get confused on which weapon is initiating and usually only the fastest firing weapon will fire.
Turrets don't matter, you can use the free rotate turret with any number of weapons on the same unit. All that matters is the "can initiate attack" flag.
I take it you want to make battle tanks. All you would have to do is have a default weapon that has "can initiate attack" on it, and all the other weapons added through items should not have this flag checked.
The only thing about using this is that when you right click on an enemy, the unit will actually focus all its weapons on that enemy before attacking randomly again. This is actually a plus in my opinion because pheonix fire was never targetable like this.
More complicated is subjective. I think Behaviors are way less confusing than Weapons.
And the OP asked for a phoenix fire type ability, not one that can be targeted. Maybe you think it's better this way, but that isn't what he asked for.
All you would have to do is have a default weapon that has "can initiate attack" on it, and all the other weapons added through items should not have this flag checked.
This is limiting my game concept very hard! It does not fit my concept.
What if i do not planning to use hero weapon at all?
The only thing about using this is that when you right click on an enemy, the unit will actually focus all its weapons on that enemy before attacking randomly again. This is actually a plus in my opinion because pheonix fire was never targetable like this.
This is a minus. A very big one. U do not understand the mechanic of battleships.
If u can focus all your guns on one target: its a CHEATING not battletanks.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
hey guys i just in a shock right now...
Because i cant find any analog of *warcraft 3 PhoenixFire ability* !! Who dont know - this ability allow to make battletanks / battleships type of gameplay.
Weapons+ Its not the same!!! Because its not support weapon stacking... if here 2 weapons which attack ground only 1 will work!
So i am looking in Behaviors+ and its looks like here is nothing "to automatically shoot projectiles at nearby targets"!
Is it true? We are lack of this ability? Thx.
Quote from CEMEHbl4:
hey guys i just in a shock right now...
Because i cant find any analog of *warcraft 3 PhoenixFire ability* !! Who dont know - this ability allow to make battletanks / battleships type of gameplay.
Weapons+ Its not the same!!! Because its not support weapon stacking... if here 2 weapons which attack ground only 1 will work!
So i am looking in Behaviors+ and its looks like here is nothing "to automatically shoot projectiles at nearby targets"!
Is it true? We are lack of this ability? Thx.
----
http://forums.sc2mapster.com/development/tutorials/326-xml-how-to-uberlisk/?page=2#p22
^ Phoenix Fire except with spine crawler attacks
zifoon Uberlisk is only prove that this will not work... because: Its not a phoenix fire ability , its a bunch of Spine Crawlers with 1 Weapon each, attached to ultralisk!
But again we cant use "Weapon way" because its do not stack with the same weapon on hero unit (only 1 will shoot).
Also, we even cannot attach Crawlers via triggers. This means crawlers (which suppose to be phoenix fire) should be attached before Map Start. And we have no permission to add or substract it during a game, even with triggers!!!
It should be possible to do this. Weapons can be set so they fire while moving. Multiple Weapons can fire at the same time. The problem with this kind of weapon is that they fire at the nearest target.
I think it should work if you give the weapon a search effect which picks x random units in an area around the caster and fires a missile effect to those units. If it does not work you could try a behaviour with a search effect.
You can disable the "Linked Cooldown" option from the weapons, that way you can fire 2 weapons at the same time if that unit has both, but the problem is if you add more than one of the same weapon on a unit, only 1 will be active, so you would need every weapon to be different.
Exactly! this is the problem i referencing to!!
So weapons seems to be useless to simulate phoenix fire.But i have no idea how to make a behavior "to automatically shoot projectiles at nearby targets".
I dont know if it even possible? Because i cant find it...
You actually can use a weapon: give it a search effect that looks for X nearby targets and fire a missile effect at them. :)
Give me name of the effect then. Thanks.
sorry for bump
There is no magic base spell you can use this for. You will need to create a Behaviour that periodically call a Search Effect, setting as Valid Targets Hostile units. When found, it will call a Launch Missile effect, which will also have an On Impact effect that deals the damage.
EDIT: In retroscpect, you can use the Point Laser Drone Behavior for this, just chnage valid targets from projectils to ground
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
You all are going about this wrong. If you apply a Search effect to a weapon, it will only go off when the unit attacks WITH THAT WEAPON. This isn't anything like how Phoenix Fires functions in WarCraft 3.
The best way is this. Create a damage effect that you want to use for the Phoenix Fire missiles. Create an actor and set it up to respond to this damage effect (look at other actors' Event fields for an example, depending on whether you want a beam or a projectile). Then, create a Search Area effect and set the data fields however you need, and set the effect to the Damage effect you just created. Now, create a Buff Behavior, give it a Period and set it's Periodic Effect to the Search you just created. Finally, give the unit in question the Behavior, and you are done.
I don't remember exactly how the Phoenix Fire functioned, but what I just described will cause the unit to shoot a missile at a valid target in range every X seconds. If you want to attach other effects to it, you can, but this is a good starting point.
I never said weapon, I mentioned a periodic behavioir :P
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
@Alevice: Go
Ok I'll try. And report back within 3 hours...
@Alevice: Go
OK this does not work... can you upload a working example?? Thx.
Also, if Hero have 2 of the same behaviors VIA Inventory Items (which search targets and auto-launch projectiles), will they stack ?
If not, Is not it totally Useless???
(because phoenixfire abil is actually stack with the same ability in inventory! )
Stackability is user chosen.
I will try to gte a working example later today.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
Thank you.
Why bother using behaviours? It just makes things more complicated, all you have to do is create multiple weapons in the data editor and make sure that all those weapons don't use "linked cooldowns" and don't only fire at the attacked unit and are set to be able to fire while moving.
The key part to making all the weapons fire at maximum efficiency is to make sure that only one of the weapons possible on a single unit has "can initiate attack". If there is more than one weapon on a unit than has can initiate attack then the unit will get confused on which weapon is initiating and usually only the fastest firing weapon will fire.
Turrets don't matter, you can use the free rotate turret with any number of weapons on the same unit. All that matters is the "can initiate attack" flag.
I take it you want to make battle tanks. All you would have to do is have a default weapon that has "can initiate attack" on it, and all the other weapons added through items should not have this flag checked.
The only thing about using this is that when you right click on an enemy, the unit will actually focus all its weapons on that enemy before attacking randomly again. This is actually a plus in my opinion because pheonix fire was never targetable like this.
More complicated is subjective. I think Behaviors are way less confusing than Weapons. And the OP asked for a phoenix fire type ability, not one that can be targeted. Maybe you think it's better this way, but that isn't what he asked for.
Complexity isn't subjective. All things equal, a system with one unit is less complex than a system with two.
In any case, I suppose you'll have to find either a workaround or another way if you want to cancel the targeting effect.
This is limiting my game concept very hard! It does not fit my concept.
What if i do not planning to use hero weapon at all?
This is a minus. A very big one. U do not understand the mechanic of battleships. If u can focus all your guns on one target: its a CHEATING not battletanks.