If you want to use a standard ballistic type mover that has a constant speed then you can also use the "Flight Time" value within the mover. Note that this only works if the mover has no speed (maximum, minimum or actual speed) configured. The speed for that type of mover is constant and gets automatically calculated depending on how far the target point of the projectile is away from the caster.
For more complicated movers you can use the Timout value as DrSuperEvil mentioned, note though that the mover doesn't necessarily arrive at the Target Point if it times out and might just get removed/impact on target without having to be moved there first. If one mover phase times out, but there is another mover phase coming afterwards, then it will skip the mover phase that timed out and go straight to the next phase. Only if the mover phase that timed out is the last one in the list it will actually remove the projectile. That also means that the projectile is allowed to impact before timing out and therefore having a shorter flight time than the timeout duration.
Is there a way for a missile to fly a certain fixed time ? Like a missile that always fly 1 sec even is the target is at point blank.
Look at the raynor grenade toss mover. Grenade flies 0.5 seconds, based on fly time field (not sure how it called in engl editor version)
Set it under the Movers data type, the Movement: Motion Phases - Timeout field
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
If you want to use a standard ballistic type mover that has a constant speed then you can also use the "Flight Time" value within the mover. Note that this only works if the mover has no speed (maximum, minimum or actual speed) configured. The speed for that type of mover is constant and gets automatically calculated depending on how far the target point of the projectile is away from the caster.
For more complicated movers you can use the Timout value as DrSuperEvil mentioned, note though that the mover doesn't necessarily arrive at the Target Point if it times out and might just get removed/impact on target without having to be moved there first. If one mover phase times out, but there is another mover phase coming afterwards, then it will skip the mover phase that timed out and go straight to the next phase. Only if the mover phase that timed out is the last one in the list it will actually remove the projectile. That also means that the projectile is allowed to impact before timing out and therefore having a shorter flight time than the timeout duration.
Oh, that's nice. The editor is really poorly translated... in french, they though "flight" is for "flee"...
Good thing they did not have the word ponderous.
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