When you create a new weapon you can change it from legacy to strafe by modifying the properties of the weapon. So right click on ur new weapon and modify properties, then there should be a option to change it.
Sweet, i think i got the retargeting working, i had tried setting it up on the launch effect not as a behavior on the unit :/. How should i keep count of the interceptors for the player, the launch ability i setup doesnt have a tally on the button. I know a calldown effect will show the ammo, but i couldnt get it to keep track during interceptor flight. I may just setup some ui to keep track since i intend to add multiple interceptor types for a single carrier. Are triggers required for this?
Hmm, well in the custom map "Star Battle" there is a feature that allows the player to use an active ability to target when and where the interceptors are sent. They seem to automatically target the closest enemy to the cursor selection, this may be the key, i don't know the editor well enough so that could be off. Ive looked at almost every thread in these forums and one idea for auto re-targeting I've yet to try was roughly, use a dummy unit and SOp ?shadow? attach it to the carrier and use that as the magazine but not the weapon, if i remember right. I tried the search area issue order without success, may have implemented it wrong. I haven't tried the SOp thing yet as I'm giving this whole area a breather. Thanks though, i may not be approaching it right from what you've said
like the title states ive been trying to convert the carrier launch interceptor weapon into a area targetable ability for days on end. Anyone have experience with this that could atleast nudge me in the right direction? Thanks :)
You could try making the unit invulnerable and let the aoe deal damage to invulnerable type, never tried this though, and it may cause a problem in itself if ur using invulnerable units for other purposes
Can game variant settings be applied to the test document action within the editor or do i have to manually set the alliances through triggers to test?
I've been working on a space battle map and I'm running into a problem with a carrier type weapon/ability.
I was able to create a weapon that launched fighters based on the carrier hanger ability and launch weapon. The problem is
when the launching unit exits combat or retargets, so do the fighters. I'm still relatively new to the Galaxy Editor so there
are a lot of advanced variables I'm exploring that I don't completely understand. I want this to be a purely data editor method, no triggers.
So namely here are some of the problems I've run into so far, though the continuous flight and targeting of the fighters is my priority.
1. Once launched the fighters will continue to locate targets within range in complete ignorance of what the "carrier" (launching unit) is ordered.
2. I attempted to use an ability to launch the fighters, I used a calldown effect to link the launch ability and magazine but the launch ability
doesn't keep track of the "ammo" that is in use (like the magazine does). The fighters also return once the target of the ability is destroyed.
3. I've played with the actual launch of the fighters in an effort to force them to launch forward out of the "carrier" while maintaining a 360
targeting arc, so the "carrier" can be retreating and target a ship behind it, the fighters launch out in front of the "carrier" and then turn and attack the
pursuing unit.
Hi, I made a shop but it will not let me purchase items from it since it is an allied unit, I believe its trying to use the AI allied players currency, instead of the human players currency, I would prefer that it remains and allied unit instead of a neutral unit, is there a way I can get past this without making it a neutral unit?
So i can have an int array of 4 and have it contain the spawn sizes for each player, even though the spawn size includes unit types and qty per unit type, with both increasing as the game progresses?
ok so im trying to create a 4 player map and for each player they will have a spawn wave that occurs ever 20 seconds or so, i also have a trigger that increases the number and type of units spawned in the wave when a player buys a upgrade, now how i actually go about doing this seems more tedious than it could be, im not sure on how to implement arrays and presets. The only way i know i could do it now would be to add a variable for every player * unittype and modify each of those values with a trigger a piece. Then have a set of triggers per player pull from each of those variables, in turn spawning the waves. Ive been watching tutorials and scanning the forums for info on arrays, and whenever i think ive got it and go to implement it i cannot figure out how to implement arrays.
Is this possible? Specifically i want to have a "upgrade" in a shop that when a player purchases it, it will increase the units spawned in a trigger by 1. Im having trouble getting a trigger to react to the event of a player activating the upgrade. This is critical to my map!
Hi, I'm trying to duplicate a barracks, and within that barracks I want to add a button that will add a marine to a trigger that is periodically spawning waves. Unfortunately I'm a complete newbie to this and with so many options and settings and such I'm feeling abit overwhelmed. Right now I'm trying to duplicate say, the train marine ability, renaming it, and having a trigger react to it being "executed", in turn, updating the # of marines spawned. I'm not sure if I'm even on the right track right now, or if there's a easier way of doing this. Any help would be greatly appreciated!
0
When you create a new weapon you can change it from legacy to strafe by modifying the properties of the weapon. So right click on ur new weapon and modify properties, then there should be a option to change it.
0
Sweet, i think i got the retargeting working, i had tried setting it up on the launch effect not as a behavior on the unit :/. How should i keep count of the interceptors for the player, the launch ability i setup doesnt have a tally on the button. I know a calldown effect will show the ammo, but i couldnt get it to keep track during interceptor flight. I may just setup some ui to keep track since i intend to add multiple interceptor types for a single carrier. Are triggers required for this?
0
@Eiviyn: Go
Awesome, I dont mind if the ship stops, thanks!
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Hmm, well in the custom map "Star Battle" there is a feature that allows the player to use an active ability to target when and where the interceptors are sent. They seem to automatically target the closest enemy to the cursor selection, this may be the key, i don't know the editor well enough so that could be off. Ive looked at almost every thread in these forums and one idea for auto re-targeting I've yet to try was roughly, use a dummy unit and SOp ?shadow? attach it to the carrier and use that as the magazine but not the weapon, if i remember right. I tried the search area issue order without success, may have implemented it wrong. I haven't tried the SOp thing yet as I'm giving this whole area a breather. Thanks though, i may not be approaching it right from what you've said
0
like the title states ive been trying to convert the carrier launch interceptor weapon into a area targetable ability for days on end. Anyone have experience with this that could atleast nudge me in the right direction? Thanks :)
0
@A52BcE: Go
You could try making the unit invulnerable and let the aoe deal damage to invulnerable type, never tried this though, and it may cause a problem in itself if ur using invulnerable units for other purposes
0
Can game variant settings be applied to the test document action within the editor or do i have to manually set the alliances through triggers to test?
0
Hey Everybody!
I've been working on a space battle map and I'm running into a problem with a carrier type weapon/ability. I was able to create a weapon that launched fighters based on the carrier hanger ability and launch weapon. The problem is when the launching unit exits combat or retargets, so do the fighters. I'm still relatively new to the Galaxy Editor so there are a lot of advanced variables I'm exploring that I don't completely understand. I want this to be a purely data editor method, no triggers.
So namely here are some of the problems I've run into so far, though the continuous flight and targeting of the fighters is my priority.
1. Once launched the fighters will continue to locate targets within range in complete ignorance of what the "carrier" (launching unit) is ordered.
2. I attempted to use an ability to launch the fighters, I used a calldown effect to link the launch ability and magazine but the launch ability doesn't keep track of the "ammo" that is in use (like the magazine does). The fighters also return once the target of the ability is destroyed.
3. I've played with the actual launch of the fighters in an effort to force them to launch forward out of the "carrier" while maintaining a 360 targeting arc, so the "carrier" can be retreating and target a ship behind it, the fighters launch out in front of the "carrier" and then turn and attack the pursuing unit.
Any help/tips are much appreciated, Thanks!
0
Hi, I made a shop but it will not let me purchase items from it since it is an allied unit, I believe its trying to use the AI allied players currency, instead of the human players currency, I would prefer that it remains and allied unit instead of a neutral unit, is there a way I can get past this without making it a neutral unit?
0
@Molsterr: Go
So i can have an int array of 4 and have it contain the spawn sizes for each player, even though the spawn size includes unit types and qty per unit type, with both increasing as the game progresses?
@Molsterr: Go
0
ok so im trying to create a 4 player map and for each player they will have a spawn wave that occurs ever 20 seconds or so, i also have a trigger that increases the number and type of units spawned in the wave when a player buys a upgrade, now how i actually go about doing this seems more tedious than it could be, im not sure on how to implement arrays and presets. The only way i know i could do it now would be to add a variable for every player * unittype and modify each of those values with a trigger a piece. Then have a set of triggers per player pull from each of those variables, in turn spawning the waves. Ive been watching tutorials and scanning the forums for info on arrays, and whenever i think ive got it and go to implement it i cannot figure out how to implement arrays.
0
Thanks this helped a ton!
0
Is this possible? Specifically i want to have a "upgrade" in a shop that when a player purchases it, it will increase the units spawned in a trigger by 1. Im having trouble getting a trigger to react to the event of a player activating the upgrade. This is critical to my map!
0
Bump!
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Hi, I'm trying to duplicate a barracks, and within that barracks I want to add a button that will add a marine to a trigger that is periodically spawning waves. Unfortunately I'm a complete newbie to this and with so many options and settings and such I'm feeling abit overwhelmed. Right now I'm trying to duplicate say, the train marine ability, renaming it, and having a trigger react to it being "executed", in turn, updating the # of marines spawned. I'm not sure if I'm even on the right track right now, or if there's a easier way of doing this. Any help would be greatly appreciated!