Sorry man I'm a bit confused.. I get you need a scope for the switch, but I don't get why triggering ability is used... My trigger is triggered on left mouse click..
Would you be able to comment the section after "Value:" but before the "switch". It's nice to have the code, but more nice to know what it does. :P
Yes well i could do that.. I could make the "missile" do that, but I'd like to do it in the data editor.. Trying to familiarize myself with it because it's THE main part of the editor i don't understand that well...
It's not any secret project of mine, just thinking it would be an interesting concept. Rather than upgrading the unit, upgrade what he shoots.. And make it so you can be creative about it. Upgrade the turn angle, the max speed, the acceleration, the length the missile stays around for, etc..
Just a mini-game where a ton of missiles flung around the map and you gotta dodge 'em whilst trying to hit your enemy.. Or each player has a turret and he upgrades his missiles to more effectively hit the targets..
I had my Marauders shooting Zealots. I think i just changed the projectile (punisher grenades or whatever) with it. It still used the Missile mover, and just hit it like the normal weapon, disappearing on impact.
Unfortunately you can only shoot units that are designated as a projectile.
I used a Zealot..
I thought that looked a bit silly, so I added an effect to create zealot upon impact. Worked just like the broodling ability without the escort..
Then i removed the missile mover, but that just made zealots spawn in my marauder and get aggro'd by other dudes.. So yea... As far as I know, what I wanna do isn't possible... That makes me sad :(
I love chain lightning, but say I want 10 levels of upgrades for each of the 3 things (there could be more fields, am unsure atm), that's 10 x 10 x 10 movers...
1000 movers... Too many IMO.. There has to be a better way.. :(
Hey guys this is my first post here. Long time reader, first (and probably not last) time poster.. I hope you can help me. I've had a search on the forums and can't find a solution to my problem...
Is it possible to upgrade the mover for my missile?
I'd like to be able to have an upgrade to make my missile accellerate faster, or increase the max speed that the missile moves, or even change the turning angle or something..
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@Builder_Bob: Go
Alright, now i get it :D.. Thanks man! You are a champion!!!
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Sorry man I'm a bit confused.. I get you need a scope for the switch, but I don't get why triggering ability is used... My trigger is triggered on left mouse click..
Would you be able to comment the section after "Value:" but before the "switch". It's nice to have the code, but more nice to know what it does. :P
Sorry for being a hassle.. Thanks again ;D
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Is there a way I could determine if the ability targets nothing, targets a point or targets a unit. Just the conditions I can't figure out..
What I want to do is:
On click
If Ability requires no target cast Ability
else if Ability requires target point cast Ability at mouse point
else if Ability requires target unit cast Ability at unit closest to mouse point
Thanks in advance, Simbob ;D
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Yes well i could do that.. I could make the "missile" do that, but I'd like to do it in the data editor.. Trying to familiarize myself with it because it's THE main part of the editor i don't understand that well...
It's not any secret project of mine, just thinking it would be an interesting concept. Rather than upgrading the unit, upgrade what he shoots.. And make it so you can be creative about it. Upgrade the turn angle, the max speed, the acceleration, the length the missile stays around for, etc..
Just a mini-game where a ton of missiles flung around the map and you gotta dodge 'em whilst trying to hit your enemy.. Or each player has a turret and he upgrades his missiles to more effectively hit the targets..
That is all..
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I had my Marauders shooting Zealots. I think i just changed the projectile (punisher grenades or whatever) with it. It still used the Missile mover, and just hit it like the normal weapon, disappearing on impact.
I used a Zealot..
I thought that looked a bit silly, so I added an effect to create zealot upon impact. Worked just like the broodling ability without the escort..
Then i removed the missile mover, but that just made zealots spawn in my marauder and get aggro'd by other dudes.. So yea... As far as I know, what I wanna do isn't possible... That makes me sad :(
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That's the plan ;D..
Say I made my unit shoot, not a missile, but another unit.. Would that be possible? Then I'd be able to upgrade the shot units speed, yes?
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Dang.... Well, thanks anyway... I may a fiddle with triggers, but I'd like to have my units all in the data editor.. Just seems neater.
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I love chain lightning, but say I want 10 levels of upgrades for each of the 3 things (there could be more fields, am unsure atm), that's 10 x 10 x 10 movers...
1000 movers... Too many IMO.. There has to be a better way.. :(
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Yea i get it, but that could be really harsh.. Say i upgrade the Acceleration 4 times and the max speed once and the turning angle 3 times...
Imagine the amount of movers required there...
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Yeah, Like a global unit upgrade.. (The marine one)
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Hey guys this is my first post here. Long time reader, first (and probably not last) time poster.. I hope you can help me. I've had a search on the forums and can't find a solution to my problem...
Is it possible to upgrade the mover for my missile? I'd like to be able to have an upgrade to make my missile accellerate faster, or increase the max speed that the missile moves, or even change the turning angle or something..
Thanks in advance... Simbob