this seems really easy but ive tried every possible setting in the editor for hours and i cant make it do what i want
basically, i want the marauders attack to miss when the targeted unit moves, and then explode with splash damage at the impact location of the missile
i changed the mover of the attack missile to ballistic, so now the missile flies by if the unit dodges it
however, no matter how i add the damage effect, it always effects the unit! the missile might not hit it, but the explosion will be on the unit and it will take damage
i tried switching target - impact location - to target point instead of target unit but that makes my weapon not work at all any more. i tried adding the damage effect to effect - death type, effect - impact effect, impact location - effect, basically anything, but i just cant get it to do what i want
any help would be appreciated, im starting to freak out over this
workaround turned out to be not as hard as i expected - for anyone interested in how i did it:
- turned up build time for all units really high so they never finish
- made a trigger that triggers when the training process is started in a given building. sets the buildings energy to 100 and gives it a negative energy recharge rate. the recharge rate is set by a custom function that sets recharge rate according to the unit being built, so units have different build times. the trigger writes the unit type being built in this factory to a global variable
- made a 2nd trigger that triggers when the factories energy changes, condition = energy is zero. creates the unit that was being built and starts the building process anew
the energy bar can be seen by anyone, and now players can capture buildings that are about to finish building and get the unit themselves :)
just wanna be sure this is not possible before i do it the hard way (making custom dialogs to build stuff from buildings and coding all the building progress with triggers)
problem is i want players to be able to dodge attacks themselves, so it cant be unit-side. it has to correspond to whats happening on the field - if a laser trooper misses, he misses, if he hits, he hits. if you move your unit away from the attack, it misses and you dont get damaged
thats not exactly what i was searching for. i want units to fire inaccurately, most attacks will have big splash damage so they still do damage even when they dont hit the unit
so is there a way to make units fire inaccurately?
i started working on a conversion of the 1996 RTS game "Z" and im having trouble duplicating that games behavior in the editor
i already changed the attacks of the units to ballistic, making them dodgeable, what i need now is a way to make attacking units not always hit, ie introduce a random inaccuracy in their attacks - can anyone help me with this?
shots that miss seem to travel on for a long time - is there a way to limit their range?
i also didnt get "parabola" as a mover type to work - my missiles always just hang in the air when i select parabola, anyone know whats up with that?
i tried the same with vulture attack, i changed the motion driver for missile default to ballistic, but now the shots just hang in the air forever even though i didnt mess with the weapon speed. no units that use missile default can fire any more. any help would be appreciated
edit: seems to be a problem with the missile default mover, i changed it to needle spine mover and it works, but only for ballistic
what i really want is parabola, but then again the missiles just hang in the air, is there a value i have to change for them to move?
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i have a map where the camera is set at a distance of 50 from the playing field and now i cant hear units shooting
is there any way to increase the distance that sound effects travel?
thx
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this seems really easy but ive tried every possible setting in the editor for hours and i cant make it do what i want
basically, i want the marauders attack to miss when the targeted unit moves, and then explode with splash damage at the impact location of the missile
i changed the mover of the attack missile to ballistic, so now the missile flies by if the unit dodges it
however, no matter how i add the damage effect, it always effects the unit! the missile might not hit it, but the explosion will be on the unit and it will take damage
i tried switching target - impact location - to target point instead of target unit but that makes my weapon not work at all any more. i tried adding the damage effect to effect - death type, effect - impact effect, impact location - effect, basically anything, but i just cant get it to do what i want
any help would be appreciated, im starting to freak out over this
0
workaround turned out to be not as hard as i expected - for anyone interested in how i did it:
- turned up build time for all units really high so they never finish - made a trigger that triggers when the training process is started in a given building. sets the buildings energy to 100 and gives it a negative energy recharge rate. the recharge rate is set by a custom function that sets recharge rate according to the unit being built, so units have different build times. the trigger writes the unit type being built in this factory to a global variable - made a 2nd trigger that triggers when the factories energy changes, condition = energy is zero. creates the unit that was being built and starts the building process anew
the energy bar can be seen by anyone, and now players can capture buildings that are about to finish building and get the unit themselves :)
0
bump
just wanna be sure this is not possible before i do it the hard way (making custom dialogs to build stuff from buildings and coding all the building progress with triggers)
0
problem is i want players to be able to dodge attacks themselves, so it cant be unit-side. it has to correspond to whats happening on the field - if a laser trooper misses, he misses, if he hits, he hits. if you move your unit away from the attack, it misses and you dont get damaged
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hi
is there a way to have the building queue / progress not deleted when you change the ownership of a building?
also, is there a way for other players to see the queue for buildings that dont belong to them?
any help would be greatly appreciated, this forum rules :)
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thanks for the help, but that seems to work with blink, but not with weapon damage, or at least i cannot do it
anyone got any idea? im halfway done with the map, but all the unit attacks are still missing
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where do i find target sorts?
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thats not exactly what i was searching for. i want units to fire inaccurately, most attacks will have big splash damage so they still do damage even when they dont hit the unit
so is there a way to make units fire inaccurately?
0
bump
0
i started working on a conversion of the 1996 RTS game "Z" and im having trouble duplicating that games behavior in the editor
i already changed the attacks of the units to ballistic, making them dodgeable, what i need now is a way to make attacking units not always hit, ie introduce a random inaccuracy in their attacks - can anyone help me with this?
shots that miss seem to travel on for a long time - is there a way to limit their range?
i also didnt get "parabola" as a mover type to work - my missiles always just hang in the air when i select parabola, anyone know whats up with that?
0
i tried the same with vulture attack, i changed the motion driver for missile default to ballistic, but now the shots just hang in the air forever even though i didnt mess with the weapon speed. no units that use missile default can fire any more. any help would be appreciated
edit: seems to be a problem with the missile default mover, i changed it to needle spine mover and it works, but only for ballistic
what i really want is parabola, but then again the missiles just hang in the air, is there a value i have to change for them to move?