Hey, i'm trying to make this ability and failing all the time. i don't understand why launch offset of the launch missile effect doesn't change anything. So basically right now i can't even make some ability that will launch missile from defined height to ground. My missile shoots from the caster all the time. w-t-f :/. This effect relationship pisses me off >:(. I spent almost 2 hours while trying to find a proper setup for this simple shit, changing impact locations, source-target points, offsets, etc. Still no result. If someone already did something similiar help me please. (I'm not using any actors right now for launch/impact locations of the missiles)
If I had to guess, actors would be the way to go about this. I don't know actors well, but you may be able to do something with the trigger editor using custom spawn points with z axis offsets. It would probably be simpler and more efficient to use actors though.
The starting height of the missile is determined by the Stats - Height field of the ammo unit. Where it launched from is caused by the launch site of the Action actor for it (I managed to get a missile to launch from the point of it's previous impact).
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Here is your map Radish, this is some simplier version of what i made in my main map, but it works.
DrSuperEvil->
Yes missile height was a problem.
Yes i know how to make it. I made perfect chain lighting with one action actor (next beam starts from endpoint of previous no matter where it hits). However i didnt manage how to define max count of chains without use of 10+ search area effects for each. My thoughts was about marking a caster with each chain and then validating markers on caster. Would it work?
My missile can hit the ground and remember where it is (no units needed for launch and impact). Still look at the tossatron experimental project thread for what I did with it.
You could also just use a counter buff applied to the caster on each bounce.
Hey, i'm trying to make this ability and failing all the time. i don't understand why launch offset of the launch missile effect doesn't change anything. So basically right now i can't even make some ability that will launch missile from defined height to ground. My missile shoots from the caster all the time. w-t-f :/. This effect relationship pisses me off >:(. I spent almost 2 hours while trying to find a proper setup for this simple shit, changing impact locations, source-target points, offsets, etc. Still no result. If someone already did something similiar help me please. (I'm not using any actors right now for launch/impact locations of the missiles)
If I had to guess, actors would be the way to go about this. I don't know actors well, but you may be able to do something with the trigger editor using custom spawn points with z axis offsets. It would probably be simpler and more efficient to use actors though.
Nvm, dont know how but i did it without actors.
Could you upload the map, or at least a blank copy with the data so we can see how to do it? I've been wondering this myself.
The starting height of the missile is determined by the Stats - Height field of the ammo unit. Where it launched from is caused by the launch site of the Action actor for it (I managed to get a missile to launch from the point of it's previous impact).
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Here is your map Radish, this is some simplier version of what i made in my main map, but it works.
DrSuperEvil->
Yes missile height was a problem.
Yes i know how to make it. I made perfect chain lighting with one action actor (next beam starts from endpoint of previous no matter where it hits). However i didnt manage how to define max count of chains without use of 10+ search area effects for each. My thoughts was about marking a caster with each chain and then validating markers on caster. Would it work?
My missile can hit the ground and remember where it is (no units needed for launch and impact). Still look at the tossatron experimental project thread for what I did with it.
You could also just use a counter buff applied to the caster on each bounce.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg