I'm trying to improve the way the projectiles are done in my Ikari Warriors map, since patch 1.5 it seems they no longer behave correctly... As DuckyTheDuck said in his review in the Arcade, it kind of ruins the game (thanks by the way, some issues are well-known and it confirms how mandatory it is to fix them ASAP).
Normally the projectiles are supposed to move until they hit an enemy, if they don't they will just keep going until they reach the end of their lifespan. With the patch, they no longer go beyond the target unit/point, and start to behave randomly at that point (sometimes going upwards, sometimes just staying there until they die,... you get the idea, they're doing it wrong).
I have tried modifying the mover, which worked perfectly as far as targeting units is concerned, but obviously the projectile still dies when it reaches a target point instead of keeping in movement. I have checked the fireball spell found in another thread, along with the Diablo fireball tutorial from OneTwoSC... but when I try to clone the results, when the search effect finds a unit to damage, the impact model is created beyond the target unit/point (with an offset matching the value applied in the persistent effect). This is really irritating, the persistent effect which is supposed to offset the target point does not seem to work as it should... I have probably done something wrong but I can't figure what, so I'll just share a test map to let you see by yourself.
The testmap for my own tutorial seems to work fine. Afaik, OneTwo uses roughly the same method (although I don't use a behavior), so you probably screwed up at some point. I will have a look at the map.
€ the persistent effect is probably supposed to be executed at the Source Point. Also, the impact effect does always spawn at the target point of the launch missile effect. This is handled by the Action actor. I would probably not use the Impact Map of the Action actor, but another actor of type Model based on ModelAnimationStyleContinuous. Add the following Event:
Getting closer, but I'm not sure if it works yet. Thanks anyway. I had to use something else than Effect.Collisionset.Impact in the actor events, because Impact does not exist. I tried other events (@damage.start, @launchmissile.start) but I can't seem to get the impact model to show, no matter if it hits the ground or a unit.
EDIT: Nevermind, my so-called "fix" wasn't enough... I'm afraid I'll have to entirely redo every single shooting pattern in my map from the ground up. I can't seem to be able to make the photon impact show up when I want it to happen, and with a tint and scale matching the weapon it was fired from. No matter what I try, I end up with either a photon impact duplicate (no tint) or no model showing up at all... except that duplicate which only shows up when the bullet vanishes. I have multiple weapons to edit, some of which are sharing their damage effects, thus preventing me from adding a different tint per weapon. To sum up, I'm really stuck.
Hey there,
I'm trying to improve the way the projectiles are done in my Ikari Warriors map, since patch 1.5 it seems they no longer behave correctly... As DuckyTheDuck said in his review in the Arcade, it kind of ruins the game (thanks by the way, some issues are well-known and it confirms how mandatory it is to fix them ASAP).
Normally the projectiles are supposed to move until they hit an enemy, if they don't they will just keep going until they reach the end of their lifespan. With the patch, they no longer go beyond the target unit/point, and start to behave randomly at that point (sometimes going upwards, sometimes just staying there until they die,... you get the idea, they're doing it wrong).
I have tried modifying the mover, which worked perfectly as far as targeting units is concerned, but obviously the projectile still dies when it reaches a target point instead of keeping in movement. I have checked the fireball spell found in another thread, along with the Diablo fireball tutorial from OneTwoSC... but when I try to clone the results, when the search effect finds a unit to damage, the impact model is created beyond the target unit/point (with an offset matching the value applied in the persistent effect). This is really irritating, the persistent effect which is supposed to offset the target point does not seem to work as it should... I have probably done something wrong but I can't figure what, so I'll just share a test map to let you see by yourself.
The testmap for my own tutorial seems to work fine. Afaik, OneTwo uses roughly the same method (although I don't use a behavior), so you probably screwed up at some point. I will have a look at the map.
€ the persistent effect is probably supposed to be executed at the Source Point. Also, the impact effect does always spawn at the target point of the launch missile effect. This is handled by the Action actor. I would probably not use the Impact Map of the Action actor, but another actor of type Model based on ModelAnimationStyleContinuous. Add the following Event:
->At Effect
and set the model to your Photon Cannon Attack Impact
Getting closer, but I'm not sure if it works yet. Thanks anyway. I had to use something else than Effect.Collisionset.Impact in the actor events, because Impact does not exist. I tried other events (@damage.start, @launchmissile.start) but I can't seem to get the impact model to show, no matter if it hits the ground or a unit.
Sorry for bumping such an old thread...
EDIT: Nevermind, my so-called "fix" wasn't enough... I'm afraid I'll have to entirely redo every single shooting pattern in my map from the ground up. I can't seem to be able to make the photon impact show up when I want it to happen, and with a tint and scale matching the weapon it was fired from. No matter what I try, I end up with either a photon impact duplicate (no tint) or no model showing up at all... except that duplicate which only shows up when the bullet vanishes. I have multiple weapons to edit, some of which are sharing their damage effects, thus preventing me from adding a different tint per weapon. To sum up, I'm really stuck.