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My dummies can't attack

11-14-2003, 06:15 PM#1
FerretDruid
Original Unit - Rifleman

Things I changed:

Abilities - (Removed Backpack)
Art - Model File (Changed to Wisp)
Art - Scaling Value (Changed to .10)
Art - Selection Scale (Changed to .10)
Art - Shadow Image (Unit) -- (Changed to None)
Art - Special (Cleared this entry)
Combat - Aquisition Range (Changed to 1.00)
Combat - Attack 1 - Attack Type (Changed to Chaos)
Combat - Attack 1 - Cooldown Time (Changed to 30.00)
Combat - Attack 1 - Damage Base (Changed to 25)
Combat - Attack 1 - Damage Number of Dice (Changed to 0)
Combat - Attack 1 - Damage Sides Per Die (Changed to 0)
Combat - Attack 1 - Projectile Arc (Changed to .08)
Combat - Attack 1 - Projectile Art (Changed to Faerie Dragon)
Combat - Attack 1 - Projectile Homing Enabled (Changed to True)
Combat - Attack 1 - Projectile Speed (Changed to 816)
Combat - Attack 1 - Range (Changed to 2000)
Combat - Attack 1 - Weapon Type (changed to Missile)
Combat - Death Type (Changed to Can't raise, does not decay)
Editor - Can drop items on death (Changed to False)
Movement - Speed Base (Changed to 0)
Pathing - Collision Size (Changed to .01)
Sound - Unit Sound Set (Changed to None)
Stats - Bounty Awarded - Base (Changed to 0)
Stats - Bounty Awarded - Number of Dice (Changed to 0)
Stats - Bounty Awarded - Sides per Die (Changed to 0)
Stats - Can Flee (Changed to False)
Stats - Food Cost (Changed to 1 for testing a trigger that summons 12 different versions of this unit)
Stats - Hit Points Maximum (Base) -- (Changed to 4000, can't have dying dummies now, can we)
Stats - Race (Changed to None for ease of viewing in Object Editor)
Stats - Sight Radius (Day) -- (Changed to 1800)
Stats - Sight Radius (Night) -- (Changed to 1800)
Text - Name (Matra Dummy)
Text - Editor Suffix (1) -- (Of 12)

Well sorry to be so precise but I can't figure out which of these is causing the problem. And since I changed so much, figuring out what it is exactly by selection would be somewhat tiresome. I hope this is something ridiculous like "doesn't work with rifleman".

Anyway, I'm trying to get all of the summons (12 of THOSE ^ with everything the same EXCEPT projectile Arc and projectile speed) to fire upon the <target of dummy spell> simultaneously. Well different levels of the <dummy spell> will call different numbers of summons (fires missiles on the target, like Matra Magic from Final Fantasy). The problem that they DON'T ATTACK AT ALL (I made one of them under my control to test and it had NO COMMANDS at all, not move, not attack, not anything) is more important than the trigger being REALLY MESSY. (I have them all summoned ONE by ONE in the trigger and added to a unit group ONE by ONE, there is an easier way to do this, no?? If not, whatever. It seems to work)
11-14-2003, 06:24 PM#2
Ligature
Your unit can't move because you set its Movement Speed to zero.

It can't attack because you set its attack number of dice and sides per die to zero.

I don't know why it won't accept an attack that is only a damage base, but it won't. Just lower the damage base by 1 and set both number of dice and sides per die to 1.

As for moving... I assume you want it not to be able to move, since you changed its movement speed to zero...
11-14-2003, 06:28 PM#3
FerretDruid
Yeah, why would I want it to move? ;) The problem is that it has no commands whatsoever, the command box (which should have move, attack, hold position, etc) is just BLANK, 12 empty boxes. I'll try what you suggested though - adding a dice or something.

EDIT: Okay what you suggested KINDA worked.. Now my dummy has Attack and Stop commands, but it says a unit directly next to it is "Outside of attack range".
11-14-2003, 06:35 PM#4
AllPainful
Quote:
Originally posted by FerretDruid
Yeah, why would I want it to move? ;) The problem is that it has no commands whatsoever, the command box (which should have move, attack, hold position, etc) is just BLANK, 12 empty boxes. I'll try what you suggested though - adding a dice or something.


Ligature is correct, that is the problem, lack of die. You MUST have at least 1 die and 1 side.
If you want 25 damage it should be:
24 Base
1 Die
1 Side

As for the box being empty, there are normally 5 commands:
1 - Move (umm... you disabled that)
2 - Patrol (umm... can't move = can't patrol)
3 - Stop (can't move, can't attack = Nothing to stop)
4 - Attack (umm.. it can't)
5 - Hold possition (can't move.. so...)
And seems how all your commands are disabled, of course the box is empty. Just like a building's command box would be if it didn't have anything to research/sell/upgrade/train, because a building doesn't move or attack either (except towers)

EDIT: Well, I thought you could still order a unit with a low accuisition range to attack...
11-14-2003, 06:36 PM#5
35263526
Change aquisition range to something like 500. That should let it attack.
11-14-2003, 06:41 PM#6
FerretDruid
Giving it an aquisition range poses a few problems. If I want the spell to give bounty (this is pretty important) I need to create the unit for the caster.. And it will attack anything in range that is an enemy (I'm pretty sure anyway) during the time the trigger lets it live, when it really should only attack the target a single time them be removed from the game by the trigger. If there's a better way to do this I'm open for suggestions ;)
11-14-2003, 06:46 PM#7
AllPainful
Ok, so set its acquisition range to 2000 but set its cooldown to 300, and make it so its ordered to attack as soon as its created, so that it will attack 1 time, but its cooldown is too high to give it a second shot before the trigger removed it (or pause it and unpause it when you want it to attack, and order it to attack at the same time).

In all actuallity, I suggest NOT having the trigger remove it, but instead give it a generic life timer when its created..
11-14-2003, 07:12 PM#8
35263526
Or explode it. Removed units are stored in memory.
11-14-2003, 07:14 PM#9
FerretDruid
Okay I got everything working okay now. I gave it 1 damage dice, I changed model to "bugger" (I couldn't get changing it to custom - .mdl to work, it just went right back to regular "Wisp", but "bugger" is entirely invisible) I gave it Aloc so it is untargetable and whatnot. And making them fire once with a cooldown of 30 seconds makes them still only target the unit that I want, so that's great :) (Why not use "remove from game"? I'm just curious what difference does that make.)

One last thing, how can I get them to be placed randomly near the caster? Right now they are all int he EXACT same spot, which is.. Okay but it would make it look alot better if the missiles were coming from a small general area rather than a single point.

Edit: Stored in memory.. okay, that answers my question.
11-14-2003, 07:32 PM#10
Grater
Apparentely there are problems with removing hidden units that are still alive, but killing then removing works fine.

Adding a life timer is the easy & effective way.
11-14-2003, 07:36 PM#11
FerretDruid
If I make them Workers, won't that pop up the (#$@^@#$$%) Idle Workers icon for a second? I REALLY hate that stupid thing.

The last thing I want is Idle workers popping up every time the spell is cast, ick. But it would solve the problem I am having with enemies getting autotargetted when the spell is cast from a range of say.. > 800. (Missiles will then hit the wrong targets)
11-14-2003, 07:39 PM#12
Ligature
Sorry, i realized too late you said you had solved that problem - deleted my post but you must have read it quicker than I deleted it!

Yeah it will always pop up the damn worker button. And there's really no good fix for that, as far as I can tell.
11-14-2003, 07:47 PM#13
FerretDruid
The problem isn't fixed apparently =) Listen to this...

When I cast the dummy spell from MAX distance (1200), the "wisps" will attack the nearest creep that comes running my way. So, if there is a group of 3 creeps next to eachother, and I target one of them and cast my dummy sleep - the one I cast it on STANDS STILL, but the other 2 come running to me. (?)

Then the missiles hit the closest one, instead of the specified target. This problem doesn't occur if I am closer range, just seems to be anything greater than 800 or so. I don't quite understand that, as they have a range of 1800 and the spell range is 1200.

I did try to change them to workers so they wouldn't autoaquire targets, but then guess what? nothing happened at all! (I didn't even get an idle workers icon!) So I think that ideas out.. for whatever reason. =P

If anyone wants the map to see what I did don't hesitate to ask, I can clean it up and post it for you to take a look.
11-14-2003, 07:52 PM#14
FerretDruid
I'll post it anyway. Everything is all Faerie Dragon missiles but this is all experimentation, Lightbringer doesn't have much hope of being a real character in anything.

EDIT::::

I FIXED IT! It's a big mess still though, but this is what I did. The trigger repeats THESE actions, 12 times:
Unit - Create <matra dummy X (1 thru 12)> at position of <casting unit> facing position of <dummy spell target>
Unit - Pause last created unit <-- this is key
Uit Group - Add last created unit to <matradummies>

And once it is all said and done with, this Action Loop:

Unit Group - Pick every unit in matradummies and do (Actions)
Loop - Actions
Unit - Add a 3.00 second Generic expiration timer to (Picked unit)
Unit - Unpause (Picked unit)
Unit - Order (Picked unit) to Attack matratarget
Unit - Make (Picked unit) Explode on death
Unit Group - Remove (Picked unit) from matradummies

---------------

Okay I still can't figure out how to spawn the units in a random location in the area of the caster (random HEIGHT would be pretty cool too, if possible). I am trying to Create unit at Random point in Region - where region is I can't choose "Position of unit" anymore, so how can I do this?
11-15-2003, 01:02 AM#15
Newhydra
You got lucky...Fixed it for you