| 12-16-2002, 03:14 AM | #1 |
The orcish sapper in my map has Kaboom! (the self destruction skill that goblin sapper has). I really like that combination, but the problem is if you right click an enemy unit, instead of attacking it, the sapper goes Kaboom! it! My map currently used some complicated trigger to prevent this from happening, but this make the sapper movement not as smooth. So I wonder if I can edit AbilityStrings.txt or AbilityFuncs.txt or .slk files to prevent it from automatically using this skill when right click? Thanks! |
| 12-16-2002, 04:12 AM | #2 |
I think I have the easiest solution to this: Event - Unit issued order targeting a unit Conditions - order = smart --------------- unit = sapper Actions - Order sapper to attack target of issued order That should do it. -Insaniteus- |
| 12-16-2002, 08:30 AM | #3 |
Damn that is a tough qeustion, make one attack of the sapper farther ranged than the other. The sapper should resort to attacking with the ranged attack, and the range difference needs to only be like, 125 or 150, that should work and as long asthe sapper has KABOOM as a skill he should only use it when told to do the deed in whatever god goblins worship name. |
| 12-17-2002, 12:01 AM | #4 |
ummmm.... no insaniteus is right, i dont know what the hell ur talking about zapjon, units never even acknowlegde two attacks if i give them a second edit: just realized, u gotta check if the unit is an enemy of the goblin heh |
| 12-17-2002, 04:56 AM | #5 |
Oops, hehe, then again, I rarely right click on my OWN men. PS: Zapjon, 2 attacks only work if there are two target types (ex: 1 for air, one for ground) if both target ground he will use attack 1. Also, it's the smart command for a sapper type unit that makes his explode. Hey, there's an idea, maybe removing the "Sapper" unit classification will make him attack with a right click! -Insaniteus- |
| 12-17-2002, 12:29 PM | #6 |
Thanks for all the replies! Insaniteus: your trigger looks logical, and it was also what I tried initially. Unfortunately, somehow the unit won't follow the order to attack. Instead, it just goes on to Kaboom! To solve this problem, I used in my game the following trigger: E: Orcish Sapper is issued an order targeting an object C: issued order equal to order(smart) target unit of issued order belongs to an ally of owner of triggering unit equal to false A: set KaboomTarget = target unit of issued order Game - Force owner of triggering unit to press key s wait 0.2s order triggering unit to attack KaboomTarget The stop is essential for the attack command to work. Please tell me if I'm wrong. So any better way to do this? Again, I think it would be best if this can be done at .txt or .slk level. Thanks again! |
| 12-17-2002, 12:58 PM | #7 |
I tested the trigger again and changed the "wait 0.2s" to "wait 0.05s". It looks better now! |
| 12-18-2002, 03:48 AM | #8 |
so no one know how to do this by editing .txt or .slk? |
| 12-18-2002, 04:40 AM | #9 |
Umm... why is that stop command there? You don't need it. It's also gonna majorly screw up mixed groups of units. Just get rid of it and it should still look fine. Get rid of the wait too. If for some reason you must have them stop first, then do order triggering unit to stop instead of forcing them to press s -- that way mixed groups of units won't screw up. |
| 12-18-2002, 07:49 AM | #10 |
Nobody answered my question: Would removing the "Sapper" unit classification make the unit attack with right click like a normal unit? I'd test this myself, but I'm too busy. -Insaniteus- |
| 12-18-2002, 07:53 AM | #11 | |
Quote:
Oh right, why did I used press s instead of order to stop??? :abomHUH?: I can be very illogical sometimes.....:nono: But I'm certain that the stop must be added as I've already tested it several times. Otherwise, the order to attack won't work. If you tried and have different result, please tell me! Thanks! |
| 12-19-2002, 01:39 AM | #12 |
Although the trigger worked well in single player, all the things messed up when multiplay!!! No, not the waiting bug as I've already added lines to it. It is some other reasons I'm not sure. Anyway, I discarded the kaboom! from the orcish sapper and created a new version of self destruction! It was done by summon water elemental and some triggers. (Well, much easier to me than creating a new abilities by editing .slk) It will be perfect after I added some special effect to it! BTW, anyone know what is the code of special effect of human mortar team's attack target? |
| 12-19-2002, 03:05 AM | #13 |
The explosion? I think it's in the projectile's model file. |
| 12-19-2002, 03:09 AM | #14 |
I'm not sure removing sapper would do anything. As far as I know the reasoning for such classifications is only to prevent certain items, spells, etc from being used on such units. For example, sorceress invis will not work on sapper classified units. Whether it has the reverse effect of preventing Kaboom by removing it, I'm not sure. |
| 12-19-2002, 05:01 AM | #15 |
Here is the new Orcish Sapper's Self-destruction!!!!! |
