Marine Guass Rifle, Arc 0. Must be facing unit to attack. Arc slop 11.25. Turn rate 999. The marine will continue to fire at target, if it remains within 11.25 degrees of angle from original attack facing (arc 0), if not, will turn and continue to fire at target.
Change the Marine stationary turning rate to 2, then try again. The marine will begin attacking while facing forward, then stop once target unit leaves those 11.25 degrees of angle infront of his 0 Arc, and will only begin firing at the target if it returns within those 11.25 degrees or if marine FINALLY manages to turn to facing the target.
Modify Arc Slop to 360, try again. The marine will only begin firing while facing forward target, then will continue to shoot unit no matter where it is around the marine as long as it is not outside the attack range. The marine no longer needs to turn to continue shooting his target, even if it is directly behind him.
Arc Slop = Allowable firing angle outside original Arc.
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My YouTube channel with Custom Abilities
My Complete Data Assets Collection
Change a Unit's Textures!
I'm not sure if you intend to make a collection of all the undocumented fields, if you are: Great idea. Else, someone should totally do it. There are tooltips for really trivial fields, other more complicated ones are not documented at all. Also, a lot of the tooltips are translated horribly and the information is lost.
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Looking for testers in EU: Thread on SC2Mapster,
That's the plan, i'll add my entries as i use them and whenever people post, the data section of the wiki is rather empty and a thread to gather the knowledge in makes it easier to get an overview of everything.
This is used with smart cast, if you have a bunch of units casting the same ability, which uses smart cast (so only one unit at a time uses the ability instead of all at once), the best unit should cast the ability, for example the closest one.
-whats the difference between "source" and "unit origin"?
Depends on where it is used. For example if you use the Launch Effect field for a Launch Missile effect, the effect uses the missile as source and the unit launching the missile as origin.
-what does the behaviour called "Click response" do?
Maybe trigger a response when someone clicks on a unit having such a behavior? Dunno
-what does the behaviour called "Conjoined" do?
This one connects multiple unit's health, they share one health bar afterwards.
-what does the behaviour called "Creep sauce" do?
Creep Source will most likely generate creep ;)
- what does the behaviour called "Wander" do?
It causes units to move randomly. Used for the neutral critters.
-what does the effect called "create healer" do , if you are going to heal units arent you going to use "modify unit instead" what does create healer really do?
Its an easy way to heal over time. Instead of a persistent, which applies multiple modify unit effects over time, you simply create 1 healer. Medic/Medivac heal uses this.
-what does the effect "switch" do?
This is like an if/then/else in the trigger editor (or a case/break).
You can add multiple "ifs" in the form of a validator. If the validator is true, the effect for this case is started.
Pity I already wrote the wiki article explaining the wander behavior back at the beginning of march. Though if you have anything important to add feel free to since in several articles I have made there are some fields that are marked as (Unknown) so if you can fill some in feel free to