I noticed something today while working on Interceptor-derived units that may be relevant to this topic.
When the weapon that launches the magazine units can target a unit that they themselves cannot, they'll just sit around the parent unit and can be ordered around like normal. It's only when the launching weapon locks onto a target that they can attack as well that the get forced into attacking it. Getting the SCVs to just move around and repair should be as easy as disabling their weapon from attacking anything meaningful.
Just to be clear, this is the little button that shows up above the command card when you have one or more Warp Gates that aren't in cooldown. I want to use something like this for a few different units, but I can't find any ability/behavior/whatever which would tell the game to show this button, or even the button itself. Does anyone know how this thing works?
You never tried unlocking any of the abilities or upgrading your ship much, did you? There's a whole hell of a lot more to it than that. Try *actually* playing it a few times rather than just glancing over it and dismissing it as a "no brainer".
Okay, using that I've gotten three of the four abilities working, but the fourth is proving obnoxiously stubborn.
The way I've got it now, the chain for the "Power to Engines/Shields/Weapons" abilities goes like so:
Ability (Effect - Instant)
- Effect - Set
- Effect - Remove Behavior A
- Effect - Remove Behavior B
- Effect - Apply Behavior C
For the "Restore Power" ability, it's pretty much the same but with three Remove Behaviors instead of two Remove and one Apply.
What's weird is that the Power to Engines, Power to Shields and Restore Power abilities are working perfectly, but the Power to Weapons one is not. When I activate the ability, it will clear off either of the other two Behaviors but won't apply its own. It's especially bizzare because it does this even if I change the Ability to only use the "Turn Behavior A On" effect, rather than the whole set. When configured that way it shouldn't do anything to the Engine or Shield behaviors, but it still does.
As far as I can tell the three Behaviors are identical save for their Modification parameters (i.e. what they actually do to the unit), as are the On/Off/Set Effects. And if I just stick the plain Behavior on the unit, it shows up fine until one of the other Abilities removes it.
Is there some weird quirk with rate-of-fire multiplier Behaviors that stops them being applied to a unit? I've scrapped the whole set of Power to Weapons abilities/effects/behaviors and re-built them from scratch, but they still don't work. :(
Okay, so I've got an effect that removes the behaviors, but there's no field in an Ability - Behavior for me to make it use an Effect and no field in an Effect - Remove Behavior to make it go off when the Ability is used. And I need multiple effects to fire when the Ability gets used, one to remove each possibly-conflicting Behavior.
Edit: Nevermind, figured it out. Going to give each Behavior an Initial Effect, which is an Effect - Set that fires other effects to kill the conflicting Behaviors. That way, the already-existing Behavior won't be able to prevent a new one from being applied.
I'm trying to give a unit four abilities for it to modify its combat performance: Power to Weapons, Power to Shields, Power to Engines and Restore Power. The first three will halt the unit's energy regeneration, "diverting" it in order to improve the rate-of-fire, shield armor amount, and movement speed, respectively, while the fourth one is a reset button to turn the energy regeneration back on.
Each ability applies a behavior to the unit. What I want is for the four of them to be mutually exclusive. If you already turned one on, turning on a second will remove the behavior of the first. I'm trying to achieve this with validators that can track when a given behavior or ability is in use, but I'm not sure what type would be best used for this. So far I've tried "Unit Ability" and "Unit Compare Behavior Count". The first one simply switched the behavior back off the instant it was applied, while the second would just prevent other abilities from being used once any one was activated.
What kind of validator should I be using here? Or is this even the right way to go about it?
Aha, backswing. That was what I missed. Already had Linked Cooldowns all unchecked; changed backswing from 0.5 to 0.0 and it worked like a charm! Thanks a bunch!
What exactly does backswing do, anyway? Just stop another weapon from firing for that duration after the first weapons attack?
So I'm new at mapmaking, and I've been tinkering with the Galaxy Editor to figure out how things work and what kind of stuff I can do with it. I've also been taking a look at some of the units, both melee and campaign, to see how they work on the inside.
I discovered something interesting about Jackson's Revenge, the mercenary Battlecruiser from the campaign. It actually has four weapons: Two each for air-to-air and air-to-ground. One of each set are the "Revenger Cannons", the enormous gattling guns on the front, but those have a minimum range of 2. That close to the ship, you're actually behind the guns, so they can't hit you. Under that range, it switches to an attack that looks the same as the normal Battlecruiser's.
I'm trying to get it to use both of these weapons at once. Within the Weapon files for all of them, I unticked "Linked Cooldown" in the Weapon - Option box and I upped the range of the normal BC attack to match that of the Revenger cannons. However, now it will only fire the normal BC attack; it doesn't use the Revengers at all.
Anyone experimented with giving a unit multiple weapons to use on the same target? What else do I need to do?
0
I noticed something today while working on Interceptor-derived units that may be relevant to this topic.
When the weapon that launches the magazine units can target a unit that they themselves cannot, they'll just sit around the parent unit and can be ordered around like normal. It's only when the launching weapon locks onto a target that they can attack as well that the get forced into attacking it. Getting the SCVs to just move around and repair should be as easy as disabling their weapon from attacking anything meaningful.
0
Just to be clear, this is the little button that shows up above the command card when you have one or more Warp Gates that aren't in cooldown. I want to use something like this for a few different units, but I can't find any ability/behavior/whatever which would tell the game to show this button, or even the button itself. Does anyone know how this thing works?
0
You never tried unlocking any of the abilities or upgrading your ship much, did you? There's a whole hell of a lot more to it than that. Try *actually* playing it a few times rather than just glancing over it and dismissing it as a "no brainer".
0
Okay, using that I've gotten three of the four abilities working, but the fourth is proving obnoxiously stubborn.
The way I've got it now, the chain for the "Power to Engines/Shields/Weapons" abilities goes like so:
Ability (Effect - Instant) - Effect - Set - Effect - Remove Behavior A - Effect - Remove Behavior B - Effect - Apply Behavior C
For the "Restore Power" ability, it's pretty much the same but with three Remove Behaviors instead of two Remove and one Apply.
What's weird is that the Power to Engines, Power to Shields and Restore Power abilities are working perfectly, but the Power to Weapons one is not. When I activate the ability, it will clear off either of the other two Behaviors but won't apply its own. It's especially bizzare because it does this even if I change the Ability to only use the "Turn Behavior A On" effect, rather than the whole set. When configured that way it shouldn't do anything to the Engine or Shield behaviors, but it still does.
As far as I can tell the three Behaviors are identical save for their Modification parameters (i.e. what they actually do to the unit), as are the On/Off/Set Effects. And if I just stick the plain Behavior on the unit, it shows up fine until one of the other Abilities removes it.
Is there some weird quirk with rate-of-fire multiplier Behaviors that stops them being applied to a unit? I've scrapped the whole set of Power to Weapons abilities/effects/behaviors and re-built them from scratch, but they still don't work. :(
0
Okay, so I've got an effect that removes the behaviors, but there's no field in an Ability - Behavior for me to make it use an Effect and no field in an Effect - Remove Behavior to make it go off when the Ability is used. And I need multiple effects to fire when the Ability gets used, one to remove each possibly-conflicting Behavior.
Edit: Nevermind, figured it out. Going to give each Behavior an Initial Effect, which is an Effect - Set that fires other effects to kill the conflicting Behaviors. That way, the already-existing Behavior won't be able to prevent a new one from being applied.
0
I'm trying to give a unit four abilities for it to modify its combat performance: Power to Weapons, Power to Shields, Power to Engines and Restore Power. The first three will halt the unit's energy regeneration, "diverting" it in order to improve the rate-of-fire, shield armor amount, and movement speed, respectively, while the fourth one is a reset button to turn the energy regeneration back on.
Each ability applies a behavior to the unit. What I want is for the four of them to be mutually exclusive. If you already turned one on, turning on a second will remove the behavior of the first. I'm trying to achieve this with validators that can track when a given behavior or ability is in use, but I'm not sure what type would be best used for this. So far I've tried "Unit Ability" and "Unit Compare Behavior Count". The first one simply switched the behavior back off the instant it was applied, while the second would just prevent other abilities from being used once any one was activated.
What kind of validator should I be using here? Or is this even the right way to go about it?
0
Aha, backswing. That was what I missed. Already had Linked Cooldowns all unchecked; changed backswing from 0.5 to 0.0 and it worked like a charm! Thanks a bunch!
What exactly does backswing do, anyway? Just stop another weapon from firing for that duration after the first weapons attack?
0
So I'm new at mapmaking, and I've been tinkering with the Galaxy Editor to figure out how things work and what kind of stuff I can do with it. I've also been taking a look at some of the units, both melee and campaign, to see how they work on the inside.
I discovered something interesting about Jackson's Revenge, the mercenary Battlecruiser from the campaign. It actually has four weapons: Two each for air-to-air and air-to-ground. One of each set are the "Revenger Cannons", the enormous gattling guns on the front, but those have a minimum range of 2. That close to the ship, you're actually behind the guns, so they can't hit you. Under that range, it switches to an attack that looks the same as the normal Battlecruiser's.
I'm trying to get it to use both of these weapons at once. Within the Weapon files for all of them, I unticked "Linked Cooldown" in the Weapon - Option box and I upped the range of the normal BC attack to match that of the Revenger cannons. However, now it will only fire the normal BC attack; it doesn't use the Revengers at all.
Anyone experimented with giving a unit multiple weapons to use on the same target? What else do I need to do?