@DeltaV: Go
you are correct, let me look now since ur still stuck.
Turns out a siege tank cant be loaded because only units that can move can be loaded, this is not an issue.
1. Add cargo size
2. Remove the siege tank footprint
3. Give the siege tank 0.012 move speed
3. Give the siege tank 0.1 acceleration
4. Add move ability,
5. Add move command to command card
at this point the siege tank should be able to move at a ridiculously slow speed.
6. Create trigger that automatically forces siege tank to hold position when issued a move command (even though it cant move very fast)
@DeltaV: Go
6. Create trigger that automatically forces siege tank to hold position when issued a move command (even though it cant move very fast)
There are a few problems with this:
- It prevents the tank from loading into a medivac if you right click a medivac with the tank.
- It resets the shift-clicked attack queued units of the tank.
- It still resets the attack cooldown on the tank. (If you are spam right clicking to move with your army the tank won't attack at all if in selection.)
- It doesn't stop the player from queueing a-moves with the tank, which shouldn't be possible.
yes its unfortunate that there are hard coded issues. but theirs work a rounds.
1. make a trigger that when a load command is given the order is replace by a load command, this will replace the bad load command. this will ignore the hold position issue.
2. remodify the trigger in step 6 to issue hold position on movement. also make sure that the follow range on tanks is 0 (may need to research that) but it will keep ranks from running after targets to get holded.
3. im not sure the issue here elaborate.
4. yes it does stop a moves.
When I have a large blob of Marines + sieged Tanks selected, and I order them to move, the sieged Tanks start to move too and thus ignores to shoot at enemy units.
Would you mind to show me the trigger to make sieged Tanks not take move-command orders?
Hey, if you haven't worked around it yourself already take a look at this test map I made to test out fixes for this and the other issues that movable sieged tanks had.
E.g.
Attack cooldown being canceled when tank is ordered to move
Move shift-queues being allowed
Attack-move shift-queues being allowed
Tank being allowed to attack units out of range
Basically worked around most of them with triggers, but also made the following data changes:
On "Siege tank - siege" ability, disable the attack ability under "Abilities disabled".
On the sieged tank weapon:
Uncheck weapon options "Only fire at attack target" and "Only fire while attacking"
Set "Allowed Movement" to "Moving"
Set "Arc" to 360
A disadvantage of this trigger method however, is that it might screw up a bit if one player has shared control with another and both are trying to control the same tanks at the same time. And I'm not sure if there are lag implications with large numbers of players.
i know its possible just not exactly were could be validators, filters, cargo sizes
@SoulTaker916: Go
I can tell you right now that it's none of those things. Tbh it sounds like you haven't looked at it in the editor.
@DeltaV: Go you are correct, let me look now since ur still stuck.
Turns out a siege tank cant be loaded because only units that can move can be loaded, this is not an issue.
1. Add cargo size
2. Remove the siege tank footprint
3. Give the siege tank 0.012 move speed
3. Give the siege tank 0.1 acceleration
4. Add move ability,
5. Add move command to command card
at this point the siege tank should be able to move at a ridiculously slow speed.
6. Create trigger that automatically forces siege tank to hold position when issued a move command (even though it cant move very fast)
:facepalm:
I don't think we are on the same page...If you read the thread again you may understand.
There are a few problems with this:
- It prevents the tank from loading into a medivac if you right click a medivac with the tank.
- It resets the shift-clicked attack queued units of the tank.
- It still resets the attack cooldown on the tank. (If you are spam right clicking to move with your army the tank won't attack at all if in selection.)
- It doesn't stop the player from queueing a-moves with the tank, which shouldn't be possible.
yes its unfortunate that there are hard coded issues. but theirs work a rounds.
1. make a trigger that when a load command is given the order is replace by a load command, this will replace the bad load command. this will ignore the hold position issue.
2. remodify the trigger in step 6 to issue hold position on movement. also make sure that the follow range on tanks is 0 (may need to research that) but it will keep ranks from running after targets to get holded.
3. im not sure the issue here elaborate.
4. yes it does stop a moves.
Hey, if you haven't worked around it yourself already take a look at this test map I made to test out fixes for this and the other issues that movable sieged tanks had.
E.g.
Basically worked around most of them with triggers, but also made the following data changes:
On the sieged tank weapon:
A disadvantage of this trigger method however, is that it might screw up a bit if one player has shared control with another and both are trying to control the same tanks at the same time. And I'm not sure if there are lag implications with large numbers of players.
(Map is attached)
Thank you all your help with this!
I will add it to my main map!
nvm .
??????
Lol what happened?