so, guys.. While developing some terran abilities this shit suddenly comes to my mind..
here is the concept:
huge missile has (5) charges of small missiles
1) Caster launch huge missile which moves in a straight line unless reach a certain distance. (done -_- )
2) HUGE Missile is constantly searching for targets in average-sized area around itself during lifetime.
3) When HUGE missile finds 1 unit, it continue moving (thus searching for additional targets) until the range between that unit and missile reach certain value (for example equals a search area radius +/-).
4) IF missile finds additional targets before the virtual "link" is broken (goes too far from first encountered unit) the 5 charges of HUGE missile spread between all targets it found.
5) IF missile found 5 unique targets the searching process ends immediately and each target get his own blast of a small missile.
6) IF there are no additional targets after "link" is broken, the first encountered unit gets all 5 small missiles in his face.
___________
So at first i thought that will be ez-peeze abil, but the real problem that rised is a charge distribution between all targets found. The ideal way to distribute is to search area with target sorts by marker count, but the problem is the first found target for example can use blink in next game period after encounter. So in this case, in the moment of search, which will happen in next game period there might be no unit at all in that radius.
So i need to store the targets somehow with persistent effects (?), but then it's kind of difficult to find a way to distribute ( i can't think of means for that in data editor). I thought of using some behavior as iterator, but i'd like the charges to launch simultaneously........
Basicaly want someone to ensure me that this is not doable via data XD.
nvm, i just used persistents to store all found targets as mentioned above and somehow engine build the way that periodic effect distribution is done in the order i needed lol.
solved, ez.
So basicaly, i make the finish effect of the "range-checker-persistent" another persistent with period 0 sec that remove the 1 stack of buff from Huge missile (1 charge), and launch 1 secondary missile.
As it appears engine execute first periodic effect of 1-st target persistent, then first periodic from 2-nd target persistent and so on. Just as needed....
so, guys.. While developing some terran abilities this shit suddenly comes to my mind..
here is the concept:
huge missile has (5) charges of small missiles
1) Caster launch huge missile which moves in a straight line unless reach a certain distance. (done -_- )
2) HUGE Missile is constantly searching for targets in average-sized area around itself during lifetime.
3) When HUGE missile finds 1 unit, it continue moving (thus searching for additional targets) until the range between that unit and missile reach certain value (for example equals a search area radius +/-).
4) IF missile finds additional targets before the virtual "link" is broken (goes too far from first encountered unit) the 5 charges of HUGE missile spread between all targets it found.
5) IF missile found 5 unique targets the searching process ends immediately and each target get his own blast of a small missile.
6) IF there are no additional targets after "link" is broken, the first encountered unit gets all 5 small missiles in his face.
___________
So at first i thought that will be ez-peeze abil, but the real problem that rised is a charge distribution between all targets found. The ideal way to distribute is to search area with target sorts by marker count, but the problem is the first found target for example can use blink in next game period after encounter. So in this case, in the moment of search, which will happen in next game period there might be no unit at all in that radius.
So i need to store the targets somehow with persistent effects (?), but then it's kind of difficult to find a way to distribute ( i can't think of means for that in data editor). I thought of using some behavior as iterator, but i'd like the charges to launch simultaneously........
Basicaly want someone to ensure me that this is not doable via data XD.
nvm, i just used persistents to store all found targets as mentioned above and somehow engine build the way that periodic effect distribution is done in the order i needed lol.
solved, ez.
So basicaly, i make the finish effect of the "range-checker-persistent" another persistent with period 0 sec that remove the 1 stack of buff from Huge missile (1 charge), and launch 1 secondary missile.
As it appears engine execute first periodic effect of 1-st target persistent, then first periodic from 2-nd target persistent and so on. Just as needed....