Simply make 2 buffs, 1 for disabling rifle and 1 for flame. Then make 2 abils, 1 for switching to each weapon. The abil for using flame will remove the disable flame buff and applying the disable rifle buff, and vice versa. Then you have your weapon switching system. Of course you want your marine to have the disable flame buff on at start.
Change the chance to 1 (of course) and there is a field called sth like handle, below the checkbox for fatal. Change that to the effect u want to execute when the unit is attacked.
Does my Overseer from WDE #2 (the one that shoot Spore Crawler fire to all enemies in 7 range and one shot enemy buildings, remember?) fit into the UBERS? I'll make a new UBER anyway though. You know I love UBERS, don't you? (Actually partly due to my habbit of making anything OP unintentionally)
- The weapon should have a missile travel time and animation, and be outrunnable, but not affected by point defense drone
Assuming you know how to make a basic missile. Outrunnable can be done with timeout in movers. (refer to Seeker Missile mover) Check the flag "Invunerable" to make it immune to PDD.
- The unit which is using the weapon can fire between 1 and 8 missiles. The number of missiles that the unit fired is determined by how many units are within its range at the end of its cooldown cycle... If only 1 unit is within its range, it will fire 1 missile. If 8 units, 8. If 10 units, 8.
- If its cooldown from, say 1 missile is active, and 7 more units enter the range, it will not fire 7 more missiles, but wait to fire a volley of 8 when the cooldown for missile 1 is over.
- Each missile CANNOT target a unit that is being targetted by another missile from its parent unit, but CAN target a unit being targeted by a missile from another copy of the unit
Marker should do this, but I have never used marker and not familiar with it.
- Each missile behaves similarly to a Reaver Scarab, but is automatically refreshed with no time or cost. That is, they will block unit pathing, and cannot move up and down cliffs.
Tried that already and as you say, that doesn't work.
I hated how the Burst missile turned so vigorusly between phases so I gave it a Dynamic Parabola. I wanted the missiles revolve around like a minigun barrel in the Guidance phase but that means I need a way to make all 4 missile turn the same way.
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Simply make 2 buffs, 1 for disabling rifle and 1 for flame. Then make 2 abils, 1 for switching to each weapon. The abil for using flame will remove the disable flame buff and applying the disable rifle buff, and vice versa. Then you have your weapon switching system. Of course you want your marine to have the disable flame buff on at start.
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So for example you need 100 minerals to access a button but using the button doesn't cost you the 100 minerals?
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I can't make the Siege Tanks in the stack to rotate their cannons with the bottom one. Any help?
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Partly completed C2. You can't issue a merge command properly, at least I didn't. The only thing I need is to scale the marine actor indefinately.
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Change the chance to 1 (of course) and there is a field called sth like handle, below the checkbox for fatal. Change that to the effect u want to execute when the unit is attacked.
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You can also add "move" to abilities disabled under the Abilities tab in modifications
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Don't quite understand 6 & 8
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Does my Overseer from WDE #2 (the one that shoot Spore Crawler fire to all enemies in 7 range and one shot enemy buildings, remember?) fit into the UBERS? I'll make a new UBER anyway though. You know I love UBERS, don't you? (Actually partly due to my habbit of making anything OP unintentionally)
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Assuming you know how to make a basic missile. Outrunnable can be done with timeout in movers. (refer to Seeker Missile mover) Check the flag "Invunerable" to make it immune to PDD.
Search Area effect.
Make 3 effects:
Set the weapon effect to SE
Marker should do this, but I have never used marker and not familiar with it.
May be done with collision flags, but not sure.
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I just can't understand the movers (also not likely to be as useful as other objects). Give up before I start to waste time on movers.
PS I went to a camp for a couple of days so it's nice that you keep this WDE up.
Vid + minor edit
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@Kueken531: Go
Tried that already and as you say, that doesn't work.
I hated how the Burst missile turned so vigorusly between phases so I gave it a Dynamic Parabola. I wanted the missiles revolve around like a minigun barrel in the Guidance phase but that means I need a way to make all 4 missile turn the same way.
EDIT: Got something LIKE what I wanted
Look 4 posts down for map
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Can you set the direction of revolution of a Revolver? (Not neccessarily done in the overlay)
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There is a map called Elite Inferno or sth like that which I played some time ago that has custom races. Dl it and see if that still works.
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Can't help but pretty sure its 1/4. 8 -> 2
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@Kueken531: Go
Just to buy some time for improving my maps.