hello everybody,
So I got rapid fire tank working, maybe around .5 sec per shot. Is that the fastest? I am also using hypertriggers. But my main problem is when I create tons of units on the map, though no lag, the rapid fire gets screwed up. It shoots but usually deals no damage. Example 200 burrowed lurkers attacking something. The tanks would do like 300 damage without the lurkers and with the lurkers like 100 dmg. Anyway around this? Thanks. Oh and i'm using "wait" action for between teleportations of tanks if that means anything.
Post has been edited 1 time(s), last time on Mar 12 2008, 8:40 am by x1222.
None.
Are the units they are shooting at being moved or given?
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Tanks are being cycled through teleporting and shooting stationary enemy supply depot (no enemy at the holding area for tanks)
Lurkers are in one spot attacking stationary supply depot.
The units being attacked aren't given or moving.
None.
Oh, you might be having a sprite problem, with lots of units, sometimes there aren't enough attack animations to go around, so some units don't fire.
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don't think that is it because stationary tanks are firing normally.
None.
Did you try simply using the 'given units to player' actions and then give the units back. I was told awhile ago that doing something like that would be able to keep the whole rapid fire idea going and wouldn't mess with anything else such as a sprite problem and what not. The only thing that you might have a problem with is how long to hold the tanks until they need to be changed players quickly and back again. You might have points where some won't get the chance to fire a shot if they don't have the 'attack units at location' command put to them...
None.

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
I am almost certain falk is right.
You cannot have more than 200 units shooting. That's a fact. There are a few units (mainly melee) that still do damage, but I know for sure tank is NOT one of them.
Let fewer units shoot at a time. There's no other solution for it.