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Staredit Network -> UMS Assistance -> Teleport during attack
Report, edit, etc...Posted by TheUberPie on 2005-07-02 at 02:06:22
If you move an a unit while it's attacking, will the unit only be moved, or will the actual graphic of the attack move as well?
Will the effect of the actual attack be portrayed where the unit originally was?
If it does will the graphic unit of the attack be shown as well the the effect of the actual attack?



IN OTHER WORDS.

Think of it this way: L1 is where the unit orignally was, L2 is the destination of the move.

1. Basically will the attack "graphic" stay at L1 without or unit or move to L2 with the unit?

2. And will the attack's "effect" be done at L1 or at L2.


I know that there is the possibly for the attack effect and graphic to be split depending on exactly the unit was moved during the attack.
Report, edit, etc...Posted by in_a_biskit on 2005-07-02 at 03:23:23
The graphic of a unit and the graphic of a missile are two separate things, and if one moves, it doesn't force the other to move with it. It's not possible for an attack and a teleport to happen at exactly the same time; one has to be processed before the other, even if they seem instantaneous.

I'm pretty sure for an 'instant-firing' unit (such as a Marine), then the damage has already been dealt by the time you see the sprite of the weapon. Because the firing is instantaneous, the moving of the unit should have no effect on it at all.

For a non-homing missile (such as the Vulture attack), the missile moves from where it first fired from to the place where the enemy unit was at the time of firing in a straight line, and does damage regardless of whether the enemy unit is still in that location or not.

For a homing missile (such as the Missile Turret), the missile moves from where it first fired from to the unit, following the unit if it moves. If the other unit is teleported, I think the missile will still follow it until it hits.

In fact in all cases, the actual event of 'firing' the missile is instantaneous, which means that the unit cannot be moved 'while it is firing'. If you move a unit just before it fires, the attack is cancelled - in fact, any current order is cancelled. If you move it just afterwards, then the attack will occur in the original location, just as if the unit had not been moved.
Report, edit, etc...Posted by TheUberPie on 2005-07-02 at 03:38:39
I'm talking if a unit is teleported in the time between the firing of a projectile to the actual hitting, damaging, and in some cases exploding, of the projectile.

For example, take the missle of a goliath. If a goliath fires a missle, but the goliath itself is teleported to a different location before the actual missle hits the target, what happens then?
Report, edit, etc...Posted by in_a_biskit on 2005-07-02 at 03:45:38
Then the missile, being separate from the goliath, continues to do whatever it was doing beforehand - that is, it hits whatever it was firing at, and doesn't get moved or affected in any way.
Report, edit, etc...Posted by Trigonometry on 2005-07-02 at 04:21:24
Now what'd be cool is being able to have triggers acknowlage the missle sprite and teleport that. happy.gif

[[[[Edited]]]]

Actually, a fairly relative inquery...
Is there a method to get a unit to instantly attack(no hesitation) from exiting teleport(move), or the spawning of(create unit)?
Report, edit, etc...Posted by HeRtZ on 2005-07-02 at 05:19:44
nah dude it wont because it automatically deletes the graphic once the stops attacking anothter unit



-Laps(U) SAYS RAWR
Report, edit, etc...Posted by in_a_biskit on 2005-07-02 at 07:37:26
I haven't tried this, but someone may want to test to see if a homing missile can be made to fly all around the place by continuously moving its target away...

Trigonometry: units that are created react quite quickly to attack enemy units, and I think moved units do too, provided that they haven't just been attacking something and the weapons are cooling down.
Report, edit, etc...Posted by TheUberPie on 2005-07-02 at 08:08:30
I personally was just thinking of that. But if it is possible, as in for the projectile to not "blow up" or something like that,
I wonder if any attack is slow enough, or any unit is fast enough to create keep the projectile traveling at an equal speed as its target.

The slowest attack I can think of, out of my head, not thinking about it too much, is the reaver scarab, and a ..queen?, plus how the scarab delays a lot. But scarabs are usually very unstable and hard to work with, and blow up very commonly.

Another thing about your theory, if a projectile could be kept forever homing at a target, could anything intercept its path? As an air unit, or possibly a ground unit or even a building for that matter. Also could be a doodad (highly doubt it), or even a cross between levels of elevation! In addition, what would be the effect? Would the projectile just be delayed or explode. Most likely it will differ from projectile to projectile.
Report, edit, etc...Posted by in_a_biskit on 2005-07-02 at 08:38:03
There are no attacks that will change target once they have been fired. A missile is allowed to go over a unit on its path in attacking another unit. Placing an ultralisk in fromt of my zergling doesn't stop your dragoon from killing it. The only exception is the scarab, which is the only projectile which is actually a unit - and it is a ground unit, so it is blocked by other ground units (but it still won't change its target if it is blocked; if it doesn't reach its target, it doesn't do damage when it explodes after 'timing out').

Scarabs are very fast, not slow. They pretty much outrun all units.
Queens don't attack. tongue.gif

But the speed of the projectile actually isn't all that much of a concern, because I'm talking about moving the unit with triggers, not simply have the unit walk away.
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