Tried giving units 0 armor and adding it using a stacking buff that recharges instantly unless the unit is being targeted (disables applicatior of behaviour), the attacking unit then removes x stacks from the target before damage calculation?
Missiles are wonderful things, even battlecruisers use them for their projectiles. I am sure a persistant, search area, launch missile and damage effect would be less complex than your series of behaviours.
Still, just look at how leviathans attacks retarget from a visual perspective.
Try applying a Search Area effect between your persistant effect and launch missile/damage effect, that way each missile will be able to seach for a different target should the original unit die.
Also try the Retarget flag under the launch missile effect. Leviathans air attack does this, is that the sort of effect you want?
If I am not mistaken Time Use is the amount of time added to the time taken for a charge to regenerate while Time Start is the field that gives a periodic charge.
There is a tutorial on how to get a collossus like beam working. Just combine the mover with a local offset SOp so that it doesnt target the ground and have your periodic effect move the mover.
Only ever seen that happen with the Variance Rotation SOp, but then again I tend to avoid AMs and always use Attachment SOps for each added model and always set the Host - Supporter - Subject to the closest model on the construct.
You also checked the turret actor for it? I am not sure that actor shows to be duped so you have to do it seperately.
On a side note I think I will try combining the tentacle with a collossus beam mover ,a hardpoint offset SOp and a periodic effect to try and create a walking effect with the tentacles.
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Tried giving units 0 armor and adding it using a stacking buff that recharges instantly unless the unit is being targeted (disables applicatior of behaviour), the attacking unit then removes x stacks from the target before damage calculation?
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Could alsways use model swap to a bigger version of the model.
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Is the Site Operation (Smooth Rotation) what you are looking for effect wise? That gives an effect like what you are describing.
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Missiles are wonderful things, even battlecruisers use them for their projectiles. I am sure a persistant, search area, launch missile and damage effect would be less complex than your series of behaviours.
Still, just look at how leviathans attacks retarget from a visual perspective.
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How about recreate a functional terratron out of the various terrain building models and give it animations using movers, rotations and what not.
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Try applying a Search Area effect between your persistant effect and launch missile/damage effect, that way each missile will be able to seach for a different target should the original unit die.
Also try the Retarget flag under the launch missile effect. Leviathans air attack does this, is that the sort of effect you want?
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Try looking how the broodlord broodling (escourt) does it.
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If I am not mistaken Time Use is the amount of time added to the time taken for a charge to regenerate while Time Start is the field that gives a periodic charge.
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You tried removing Neutral allowed from the search area filter? Also just give the building some line of sight so it can see your junk.
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There is a tutorial on how to get a collossus like beam working. Just combine the mover with a local offset SOp so that it doesnt target the ground and have your periodic effect move the mover.
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Tried the requirement having greater than 0?
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Only ever seen that happen with the Variance Rotation SOp, but then again I tend to avoid AMs and always use Attachment SOps for each added model and always set the Host - Supporter - Subject to the closest model on the construct.
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You also checked the turret actor for it? I am not sure that actor shows to be duped so you have to do it seperately.
On a side note I think I will try combining the tentacle with a collossus beam mover ,a hardpoint offset SOp and a periodic effect to try and create a walking effect with the tentacles.
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Then you want a persistant effect with offsets to do the damage and the missile unit to have 0 collision/interaction range and purely be for visuals.
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The missile unit is a Projectile type unit. Most ones the game comes with has Weapon as a prefix.