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    posted a message on Validator for attacker against behavior?

    One way to approach it would be to make your Immortal Killer unit's weapon effect a set with 2 different effects: 1) the original weapon effect and 2) an apply behavior effect (call it "shield killer" or something) with a short duration (like .1 seconds or something just long enough to allow the weapon effect to hit). Then put a validator on the hardened shield ability so that it is disabled when the "shield killer" behavior is present.

    The downside to this approach is that all attacks during that tiny window will ignore the hardened shields, but if there aren't normally LOTS of units shooting at the same time, then it probably won't be noticeable.

    Posted in: Miscellaneous Development
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    posted a message on [Solved] Area Search weirdness with Arcs and Validators

    @ezbeats: Go

    Ah, that did it! Thanks. I set both launch and impact location to caster unit/point and now it only shoots at targets in front when I give it an arc of 45. Woot!

    Also, I figured out the Validator issue. Since the buff is applied when the missile hits, and it shoots really, really fast. It was shooting enough missiles to kill the target before the first one landed and applied the debuff. I changed it to apply the debuff when it shoots the missile, so now it works!

    Posted in: Miscellaneous Development
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    posted a message on [Solved] Area Search weirdness with Arcs and Validators

    Howdy! I'm trying to make an ability that fires lasers at nearby enemy infantry. I tried making it a weapon first, but I want it to be able to fire simultaneously with the unit's main weapon. So, I made it a Buff that applies a Behavior that has a Periodic Area Search effect that launches the projectile. This works, but there are a few quirks.

    1. The Arc setting in the Area+ field for the area search does not use the caster unit's facing like weapons do. If I give it an arc of 0, it will only shoot at targets directly behind the unit, and only sporadically. An arc of 45 will make it shoot at anything behind and slightly to the left of the unit. An arc of 360, of course, will shoot in any direction, but I only want it to shoot at targets in front of the unit.

    2. Part of the projectile effect is a debuff Behavior that is applied to the targets hit, and I added a Validator to the Area Search that SHOULD prevent it from firing at any units that have the behavior, but this doesn't work, it just keeps shooting at the same targets until they are dead.

    Any ideas what could be the problem?

    Posted in: Miscellaneous Development
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    posted a message on ability commands? what?!

    @Logikz0:

    Make sure you add the ability to the units Abilities+ menu.

    Posted in: Miscellaneous Development
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    posted a message on How to make a unit shoot with multiple weapons at the same time?

    I am trying to do something similar by giving a Thor unit multiple weapons with no linked cooldowns. The problem with having a search effect that does multiple different kinds of effects is that each effect is no longer considered an attack, so the actor does not play any attack animations.

    Using multiple weapons the Unit will sometimes fire more than one weapon at a time (like firing at a ground and air target) but it is sporadic at best. I actually only care about the main attack animation, so I have experimented with trying to make the other weapons passive abilities or behaviors, but this does not seem to work either. An area search as a behavior seems unable to target enemy units, and I have no idea how to make an area search into a passive ability.

    Posted in: Miscellaneous Development
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    posted a message on Help with thor animation

    You need to edit the events on the Thor Transit actor to be created, then play the Work Start animation when your ability starts, then destroy when your ability finishes. I just did this for a morph ability with the Thor and it works ok.

    Posted in: Miscellaneous Development
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    posted a message on Thor Attack Frames

    For the missiles to come from the chest openings, you have to duplicate the "AM Pattern Thor AA" and change the driver to your new effect, then put that into the Launch Attachment Query.

    Posted in: Miscellaneous Development
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    posted a message on Thor attack/ability animation help

    I gave the Thor the Mothership beam weapon (and removed the secondary beam effect, so that fixed the forever shooting problem), then changed it to allow no movement while firing. Telling the Thor to attack something causes the beams to shoot from the guns to the target regardless of which direction the unit is facing, so the beams fire behind the Thor, or to the side or whatever. Basically, if the target is already in range, the Thor will not turn to face it, it will just stand still and shoot over the shoulder or whatever direction. It looks really odd.

    Posted in: Miscellaneous Development
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    posted a message on Thor attack/ability animation help

    Ok, so I got the persistent beam problem fixed, but now it doesn't face it's target or play the normal firing animation. What controls the animation and the must face towards target?

    Posted in: Miscellaneous Development
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    posted a message on Thor attack/ability animation help

    @gizmachu: Go

    If I can ask, how did you get the Thor to shoot lightning from his guns? I've been trying to change the default attack to shoot beams, but I can't figure out how to make a single-shot beam weapon (they always seem to go on forever until the target dies).

    Posted in: Miscellaneous Development
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