Hello, tomorrow I'm publishing my map and I have 2 problems which I cannot solve:
1 How to make a channeled ability which fires projectiles in front of caster to allow the caster to move but keep the facing of the unit where the ability was cast and maintain the animation, example video:
2 An ability with never arrivial of missles gets messed up if it's casted on an edge of cliff
1. I doubt you can make the actual unit not face in the direction it's moving. What you can do is make the Unit model something like a Phoenix set to 0 opacity, and use an attached Model type actor for the visible model. Since the entire Phoenix model is placed on a TurretZ attachment point it can visually rotate to face its target while the actual unit is still facing in the direction of movement. Then you'll probably need a hidden dummy weapon firing at an offset location for the duration of the ability, or some other facing controller for the "turret".
2. What exactly gets messed up? Movers have a lot of fields for pathing mode, height, terrain clearance etc., have you tried messing with those?
I tried messing with the movers but no result, made it air, ignore terrain etc nothing worked. The missles go in completly wrong directions as they are supposed to spin in a circle.
Also with locking the facing of the unit I think I can do it with setting turn rate to 0, i'll give it a try.
0 turn rate will probably end in the unit not being able to move at all, same as the "cannot turn towards target" error you get when giving a targeted ability to a structure. You could then replace movement with force-move effects (launch the unit as a missile, Apply Force effects etc.), but that will look fairly choppy.
The "Bola" ability visuals are horrible for troubleshooting, I don't even know if the flames are supposed to come out of the front or back end of the missiles...
I set the Mover for the dummy unit to Fly, that makes the missiles skate across the cliff like vanilla air units do. Is that what you want, or should there be an actual reaction when a missile "hits" a cliff? (with this change they never "hit" it, they glide over)
Well, the Bola missiles always form the three fire trail circles with my changes, and those seem to be in the original targeting circle. From a gameplay perspective that might still be a problem, because either a) missiles get stuck in a cliff and are wasted or b) you can sneak part of the AoE to the upper cliff level where you don't have vision. Since all of your abilities seem to require target vision I assume this is not desirable.
I didn't change anything on the missile mover iirc, though you can set the "Ground" entries to Fly just to be sure. The important edit is the Mover object used by your dummy unit, as the missiles are forced to orbit that. Since it uses the Ground mover the dummy can't be placed in cliffs, and will instead be displaced to the side until it fits, just like vanilla spawner/movement abilities (e.g. when you Blink "into" a cliff, the Stalker ends up standing on the closer side of it)
Hello, tomorrow I'm publishing my map and I have 2 problems which I cannot solve:
1 How to make a channeled ability which fires projectiles in front of caster to allow the caster to move but keep the facing of the unit where the ability was cast and maintain the animation, example video:
2 An ability with never arrivial of missles gets messed up if it's casted on an edge of cliff
Here is the map: Link Removed: http://www.mediafire.com/download/d77n7uzqacjxdkr/Test map.SC2Map
The abilities name in the map: 1 Volley 2 Bola
Any ideas how to fix these?
1. I doubt you can make the actual unit not face in the direction it's moving. What you can do is make the Unit model something like a Phoenix set to 0 opacity, and use an attached Model type actor for the visible model. Since the entire Phoenix model is placed on a TurretZ attachment point it can visually rotate to face its target while the actual unit is still facing in the direction of movement. Then you'll probably need a hidden dummy weapon firing at an offset location for the duration of the ability, or some other facing controller for the "turret".
2. What exactly gets messed up? Movers have a lot of fields for pathing mode, height, terrain clearance etc., have you tried messing with those?
I tried messing with the movers but no result, made it air, ignore terrain etc nothing worked. The missles go in completly wrong directions as they are supposed to spin in a circle.
Also with locking the facing of the unit I think I can do it with setting turn rate to 0, i'll give it a try.
0 turn rate will probably end in the unit not being able to move at all, same as the "cannot turn towards target" error you get when giving a targeted ability to a structure. You could then replace movement with force-move effects (launch the unit as a missile, Apply Force effects etc.), but that will look fairly choppy.
The "Bola" ability visuals are horrible for troubleshooting, I don't even know if the flames are supposed to come out of the front or back end of the missiles...
I set the Mover for the dummy unit to Fly, that makes the missiles skate across the cliff like vanilla air units do. Is that what you want, or should there be an actual reaction when a missile "hits" a cliff? (with this change they never "hit" it, they glide over)
0 turn rate works, but it doesn't work if u click to move on a unit lol.
And with bola if u made the missle not go miles away from the target point that's great.
And u mean u set the pathing mode to flying?
Well, the Bola missiles always form the three fire trail circles with my changes, and those seem to be in the original targeting circle. From a gameplay perspective that might still be a problem, because either a) missiles get stuck in a cliff and are wasted or b) you can sneak part of the AoE to the upper cliff level where you don't have vision. Since all of your abilities seem to require target vision I assume this is not desirable.
I didn't change anything on the missile mover iirc, though you can set the "Ground" entries to Fly just to be sure. The important edit is the Mover object used by your dummy unit, as the missiles are forced to orbit that. Since it uses the Ground mover the dummy can't be placed in cliffs, and will instead be displaced to the side until it fits, just like vanilla spawner/movement abilities (e.g. when you Blink "into" a cliff, the Stalker ends up standing on the closer side of it)
Thank you so much, it worked.