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    posted a message on Warhound's Haywire Missile Ability

    @SC2UniversalDomination: Go

    This did help, actually. I feel the desire to bang my head against the wall because of how simple the issues were.

    Copying Snipe allowed it to turn while attacking so I was confused as all get out about that, so I compared values and then I noticed that I had transient checked. As soon I clicked it off, Warhound rotated to use the ability.

    Then taking off the Tornado Max Distance validator got rid of the "Target is out of range" error. So both Transient and Tornado Max Distance validator was causing the errors. With those gone, that ability works perfectly now.

    It's always something simple that causes issues when coding is involved. Thanks for the help.

    Posted in: Data
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    posted a message on Warhound's Haywire Missile Ability

    I've very recently got into map editing (this is a whole new ballpark compared to Brood War's primitive editor), and I've been using other user maps and Blizzard's maps (along the search function) to figure out how to modify units. However, now's the time to make a post because I'm stumped on how to make this work.

    What I want to do should be really simple: Make Warhound's Haywire Missile Ability attack air units.

    However, what I thought was simple ended up turning into a headache-inducing mess. I'll lay out my attempts to do this.

    Attempt 1 - Change Validator - Tornado Missile Filter to only require visible units. This way, Haywire Missile will fire at air units whenever Warhound is attacking air units. However, Warhound's weapon cannot target air units, and Haywire Missile is actually just the generic "Attack" ability, because Haywire Missile is supposed to be firing at whatever Warhound is currently attacking. So, this only partially worked. The Warhound would never attack air units unless it's facing it and has nothing else to attack.

    Attempt 2 - Make Haywire Missile into an Effect - Target Ability. This is much closer to what I wanted. I've applied the effects to this and during my tests, it does fire independently from Attack Move, and it attacks air units as well. I wouldn't have to make this post if it weren't for the fact that whenever I go to use the ability on a target, I get the errors "Can't turn towards target" and/or "Target is out of range". I've looked this up and the typical answers of "make unit turnable" or "charge arc range to 360 degrees" only half-fixes it, because Warhound is already turnable. He simply refuses to move to the target whenever he's out of range, and he still refuses to turn if I ever lower the degrees (Warhound firing behind him is cool but it looks absurd).

    This is when I realized Haywire Missile's effects doesn't come from Warhound itself but "Weapon - Tornado Missile", which is literally the missile itself. I also attempted to make these turnable and even commandable, but to no avail. If Warhound isn't close enough there's no moving him, which now makes sense as to why Attack Move is used.

    Those were my big attempts, and a bunch of small minor ones like just getting rid of Attack Move from the default ability which just disables the ability entirely.

    The only other thing I can think of is making an entirely new weapon that applies the effects of Haywire Missile, but that does feel unnecessary. Or maybe it is. I'll try to attempt that, but I figure I go ahead and ask how I'm able to do this, because I've been at this for the past 12 hours.

    Posted in: Data
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