Hi, I'm trying to develop a mover (based around the Launch Missile effect) which launches the target unit in a special fashion (illustrated below).
Point 1 -> Hellion jumps straight up in the air, pointing upwards (also firing its weapon at the ground behind it)
Point 2 Hellion pauses for a brief period (or perhaps not pauses, but simply slows down at the apex)
Point -> 3, Hellion Flies down and creates an impact doing AoE damage (again, firing its weapon behind it)
I'm not sure what types of mover settings I should be looking at. As far as the AoE explosion at the end, I'm not particularly worried about programming that myself. I'm just confused as to creating movers, specifying motions and speeds, heights, etc..
I have perused around the forum reading all the tutorials I could find, but none of them were specific about the Mover parameters for me to comprehend their uses.
Try an upwards-pointing Throw phase followed by the standard Guided phase, with no "blend" time. Add a third phase between those two with a max speed of 0 for the "pause" if you want that but keep it short, Hellions look bad enough without clearly violating newtonian gravity.
The facing of the Hellion can be dealt with seperately through SiteOp actors if need be, and the other visuals you describe have nothing to do with Movers anyway.
Hi, I'm trying to develop a mover (based around the Launch Missile effect) which launches the target unit in a special fashion (illustrated below).
Point 1 -> Hellion jumps straight up in the air, pointing upwards (also firing its weapon at the ground behind it) Point 2 Hellion pauses for a brief period (or perhaps not pauses, but simply slows down at the apex) Point -> 3, Hellion Flies down and creates an impact doing AoE damage (again, firing its weapon behind it)
I'm not sure what types of mover settings I should be looking at. As far as the AoE explosion at the end, I'm not particularly worried about programming that myself. I'm just confused as to creating movers, specifying motions and speeds, heights, etc..
I have perused around the forum reading all the tutorials I could find, but none of them were specific about the Mover parameters for me to comprehend their uses.
Can anyone with experience give me a hand?
http://us.battle.net/sc2/en/game/maps-and-mods/tutorials/missile-movers/
Looks like a job for a Parabola driver.
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
@DrSuperEvil: Go
That doesn't look very parabolic to me :)
Try an upwards-pointing Throw phase followed by the standard Guided phase, with no "blend" time. Add a third phase between those two with a max speed of 0 for the "pause" if you want that but keep it short, Hellions look bad enough without clearly violating newtonian gravity.
The facing of the Hellion can be dealt with seperately through SiteOp actors if need be, and the other visuals you describe have nothing to do with Movers anyway.
Parabola can do that sort of movement with some fidgeting.
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