I'm struggling with an artillery/Yamato-ish ability.
The idea is that you click on the ability, target an area to cast it, and then the unit goes in a sort of overload mode and fires an artillery shell 3 times (and then afterwards the unit is exhausted but those are details)
Effect (Launch Artillery) => Ammo Unit: Artillery Missile, Impact Effect: Artillery Damage, Impact Location: Target Point (????)
It all works fine untill the missiles get launched: they travel towards the left bottom of the screen endlessly.
My hunch is that between the "ability start => search => apply behavior => behavior => effect" the game has totally lost the targets of the search effect.
I believe you can do something with Marker, but that one goes a bit over my head.
I also tried creating a persistant or a dummy unit at the target for targeting, but I think that makes it needlessly complicated. As usual I feel I'm missing something small.
Hello,
I'm struggling with an artillery/Yamato-ish ability.
The idea is that you click on the ability, target an area to cast it, and then the unit goes in a sort of overload mode and fires an artillery shell 3 times (and then afterwards the unit is exhausted but those are details)
This is how it's currently implemented:
It all works fine untill the missiles get launched: they travel towards the left bottom of the screen endlessly.
My hunch is that between the "ability start => search => apply behavior => behavior => effect" the game has totally lost the targets of the search effect.
I believe you can do something with Marker, but that one goes a bit over my head.
I also tried creating a persistant or a dummy unit at the target for targeting, but I think that makes it needlessly complicated. As usual I feel I'm missing something small.
Thanks, Mas
@Masemium: Go
try target point ==caster/source/target
thats all i can do with info provided. other than than i would guess a problem with the mover for your shell