So I saw there is a Wave motion overlay in the movers, and I'm trying to get a unit to use this to fly in a wavy path. I've been fiddling with it for a while, but to no avail - my unit won't even move when using this mover. What do I need to do to make this work?
Non-straight-line Movers only work for missiles. If you only want the wave as a visual effect you can use actor SiteOps to move the model around, actually forcing the unit itself to move in a wavy pattern will be fairly difficult (especially since you probably don't want it moving left and right when it's stationary)
actually forcing the unit itself to move in a wavy pattern will be fairly difficult (especially since you probably don't want it moving left and right when it's stationary)
With a speed validator, you can disable whatever you want to use to make it fly non-straight (and with triggers, you could check the behavior that uses the validator).
How do you deactivate the "fly-in-wave" force-motion/Issue Order? You can't use validators for Speed, UnitOrderQueue or the like because the force-wave-line makes the unit move past its original order.
It should be possible somehow, but you'll probably need an actual arrival check or a very clever design of the wave driver itself.
Perhaps I can make it a little easier by explaining in more detail what I want to achieve.
I will be creating a unit controlled by a computer player via triggers. Upon creation, I will make the unit immediately start flying in some direction in a wavy path. While flying, I need some way to test if it collides with units owned by the user players. Once it enters a certain region, I need this wavy flying unit to be destroyed.
So an old "arcade-style" missile, good. No player input solves the greatest problem.
What you could do is make the unit an actual missile and create it via a Launch Missile effect aimed inside the "destruction region". Then you can use motion overlays to your heart's content, the collision check is an aura-type setup that acts independently, and if you need it to be targetable/AoE-destructable that also works without problem.
You should maintain the "destruction region" though, because if the missile's base trajectory reaches the target point and the actual missile doesn't (due to being displaced by the wave) it will sit idle/teleport or otherwise glitch out.
Do you need to redirect the missile mid-flight, or is it enough to do one constant wave motion?
This sounds perfect - exactly what I was trying to do, I just wasn't sure how to make the unit a missile instead of a unit. I will give it a shot. One trajectory is enough, I don't need to redirect it mid flight.
Follow-up question: how do I create this effect via a trigger action and set the target point to anywhere I like (e.g. a randomly generated point in a region).
In case you aren't aware, Missile actors essentially are full-capacity Unit actors, just with different defaults, especially Events. Coupled with a few flags on the unit itself to create the untargetable object we know as a "missile".
You'll have to manually mix-and-match the fields based on what exactly you need: A targetable "unit"-like missile will at the very least require a wireframe, healthbar and an armor icon, and the "Flyer Helper" position marker on air units is handled by its actor events (copy from existing units). If players aren't supposed to click it or shoot at it just copy a regular "Projectile" class unit.
The current issue I'm having is that I'm able to execute the launch missile effect via a trigger action, but I'm not sure how to set the target, so the missile is not moving anywhere.
No idea on how to do it with triggers directly, I prefer data-only solutions. You definitely need to specify both a Launch and Impact scope for the Launch Missile effect for it to work. Those can be mere points, but you have to pass them from the trigger somehow. You might also need an Action/Attack actor, not sure on that bit.
For data you just make a Weapon or Ability to launch the effect, Effect - Target abilities in particular allow you to target a point on the ground, then use the casting unit as the other scope. If you want this to be an environmental effect or the like (with no unit at the launch or impact position), try looking for a "launch effect from unit/point" trigger action, data-based solutions will be inefficient.
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So I saw there is a Wave motion overlay in the movers, and I'm trying to get a unit to use this to fly in a wavy path. I've been fiddling with it for a while, but to no avail - my unit won't even move when using this mover. What do I need to do to make this work?
Non-straight-line Movers only work for missiles. If you only want the wave as a visual effect you can use actor SiteOps to move the model around, actually forcing the unit itself to move in a wavy pattern will be fairly difficult (especially since you probably don't want it moving left and right when it's stationary)
With a speed validator, you can disable whatever you want to use to make it fly non-straight (and with triggers, you could check the behavior that uses the validator).
@Ahli634: Go
How do you deactivate the "fly-in-wave" force-motion/Issue Order? You can't use validators for Speed, UnitOrderQueue or the like because the force-wave-line makes the unit move past its original order.
It should be possible somehow, but you'll probably need an actual arrival check or a very clever design of the wave driver itself.
Perhaps I can make it a little easier by explaining in more detail what I want to achieve.
I will be creating a unit controlled by a computer player via triggers. Upon creation, I will make the unit immediately start flying in some direction in a wavy path. While flying, I need some way to test if it collides with units owned by the user players. Once it enters a certain region, I need this wavy flying unit to be destroyed.
So an old "arcade-style" missile, good. No player input solves the greatest problem.
What you could do is make the unit an actual missile and create it via a Launch Missile effect aimed inside the "destruction region". Then you can use motion overlays to your heart's content, the collision check is an aura-type setup that acts independently, and if you need it to be targetable/AoE-destructable that also works without problem.
You should maintain the "destruction region" though, because if the missile's base trajectory reaches the target point and the actual missile doesn't (due to being displaced by the wave) it will sit idle/teleport or otherwise glitch out.
Do you need to redirect the missile mid-flight, or is it enough to do one constant wave motion?
@Photoloss: Go
This sounds perfect - exactly what I was trying to do, I just wasn't sure how to make the unit a missile instead of a unit. I will give it a shot. One trajectory is enough, I don't need to redirect it mid flight.
Follow-up question: how do I create this effect via a trigger action and set the target point to anywhere I like (e.g. a randomly generated point in a region).
In case you aren't aware, Missile actors essentially are full-capacity Unit actors, just with different defaults, especially Events. Coupled with a few flags on the unit itself to create the untargetable object we know as a "missile".
You'll have to manually mix-and-match the fields based on what exactly you need: A targetable "unit"-like missile will at the very least require a wireframe, healthbar and an armor icon, and the "Flyer Helper" position marker on air units is handled by its actor events (copy from existing units). If players aren't supposed to click it or shoot at it just copy a regular "Projectile" class unit.
@Photoloss: Go
Thank you for your continued help.
The current issue I'm having is that I'm able to execute the launch missile effect via a trigger action, but I'm not sure how to set the target, so the missile is not moving anywhere.
Launch Wavy Drone is a Launch Missile effect using a "Fly Wavy" mover that I created.
No idea on how to do it with triggers directly, I prefer data-only solutions. You definitely need to specify both a Launch and Impact scope for the Launch Missile effect for it to work. Those can be mere points, but you have to pass them from the trigger somehow. You might also need an Action/Attack actor, not sure on that bit.
For data you just make a Weapon or Ability to launch the effect, Effect - Target abilities in particular allow you to target a point on the ground, then use the casting unit as the other scope. If you want this to be an environmental effect or the like (with no unit at the launch or impact position), try looking for a "launch effect from unit/point" trigger action, data-based solutions will be inefficient.