Having trouble making a unit launch 3 missiles on ability activate.
Each missile is linked to an effect Set that has two effects, damage and behaviour. So each missile applies it's own damage and behaviour. These missiles target a radius like a standard ability like psi storm.
Problem is the missiles aren't launching at all, but energy is being consumed.
I turned the Haywire Missiles a Warhound has in to an activated ability and I'm attempting to get them to fire in the same manner when they were just a passive.
The LMSet has Tornado Missile LM and LM Dummy. Target Location type: Unit.
That one would be my first guess. Since you aim the CP at a point the following Unit reference probably is invalid. Alternatively change the CP to Target Unit, then aim the LMs at Target Point. That should cause the ability to aim each missile at the targeted unit's location at the time of launch, but will fail if the ability isn't aimed at a unit. (the latter should be fixed if you use Unit/Point on the CP and Set)
Going by your description, the Search is never called. The "cursor effect" field is only for visual targeting aids and doesn't have any impact on gameplay. You probably want the LM to apply the Search.
And is there any particular reason why you have the dummy effect tree in the first place? Having additional missiles that don't contribute to the actual effects isn't exactly good for gameplay.
Ok so I changed the LM to call up the Search. Nothing changed, but I left it there, it made sense.
Then I changed the CP and LMSet to both Target Unit/Point and that got it to work!
I then changed it Target Point on both and that reverted it to consuming energy and doing nothing.
However the problem with the Unit/Point is that if you cast it and are not targeting directly on top of a unit it will still cast it and consume the energy and go on cooldown without doing anything (not even firing missiles). Even if there are units in the radius.
It's too easy to whiff a spell in this game and it would be silly for it to whiff and not at least see an animation when it drains your energy. So how do I fix that?
If you ever allow a Point type target anywhere in your effect chain, make sure all subsequent effects allow the Point target type and are set up in a way that doesn't require a target unit.
If you ever use the pure Point target type eliminate all Unit type references in all subsequent effects, until you use a Search or something to acquire new targets.
I don't know what you've got now, but missiles can be fired at points. Compare to Fungal Growth, Leviathan's Bio-Stasis, Battlecruiser Missile Pods or other abilities.
You also seem to be misunderstanding the Search. When the Search effect is triggered it acts on the current target, finds units around said target, and applies to them the effect specified in the search area data. LM->Search (on impact) creates an explosive missile, affecting units around the impact location. Search->LM (search applies LM) finds units around the specified target and launches one missile at each of them.
I understand missiles can be fired at points. I used Fungal Growth as my base for trying to figure out how to get this ability to work. I was unsuccessful.
I don't know why it requires to center on a unit to fire.
Having trouble making a unit launch 3 missiles on ability activate.
Each missile is linked to an effect Set that has two effects, damage and behaviour. So each missile applies it's own damage and behaviour. These missiles target a radius like a standard ability like psi storm.
Problem is the missiles aren't launching at all, but energy is being consumed.
I turned the Haywire Missiles a Warhound has in to an activated ability and I'm attempting to get them to fire in the same manner when they were just a passive.
Sounds like the Ammo Units aren't connected correctly or the Target Location isn't setup properly.
Pretty sure it's neither of those. Are you available for Skype?
More information. The ability's cursor effect is Haywire (Search), the Effect Effect is Haywire CP.
The CP's target is target point. The period effect is Tornado Missile LMSet. CP has 3 periods and period duration of 0.125 Time scale at caster.
The LMSet has Tornado Missile LM and LM Dummy. Target Location type: Unit.
LM has impact location target point and impact effect Haywire Missiles (Set), Ammo Unit: Weapon - Tornado Missile.
LM Dummy has Ammo unit Tornado Missile Dummy and Impact Effect Tornado Missile Damage Dummy
Haywire Missiles (Set) has Apply Behaviour and Damage. Uses Target Location type Unknown (Point and Unit didn't seem to change anything either)
The Search also applies the (Set). (Target Point)
That one would be my first guess. Since you aim the CP at a point the following Unit reference probably is invalid. Alternatively change the CP to Target Unit, then aim the LMs at Target Point. That should cause the ability to aim each missile at the targeted unit's location at the time of launch, but will fail if the ability isn't aimed at a unit. (the latter should be fixed if you use Unit/Point on the CP and Set)
Going by your description, the Search is never called. The "cursor effect" field is only for visual targeting aids and doesn't have any impact on gameplay. You probably want the LM to apply the Search.
And is there any particular reason why you have the dummy effect tree in the first place? Having additional missiles that don't contribute to the actual effects isn't exactly good for gameplay.
I kept them because the original Haywire Missiles had them, but I have yet to understand why.
Edit: I'd have thought that even if it didn't call up a Search that it'd still fire the missiles at least but not do anything :/
I'm going to try all of your variations right now starting with the search.
Ok so I changed the LM to call up the Search. Nothing changed, but I left it there, it made sense.
Then I changed the CP and LMSet to both Target Unit/Point and that got it to work!
I then changed it Target Point on both and that reverted it to consuming energy and doing nothing.
However the problem with the Unit/Point is that if you cast it and are not targeting directly on top of a unit it will still cast it and consume the energy and go on cooldown without doing anything (not even firing missiles). Even if there are units in the radius.
It's too easy to whiff a spell in this game and it would be silly for it to whiff and not at least see an animation when it drains your energy. So how do I fix that?
If you ever allow a Point type target anywhere in your effect chain, make sure all subsequent effects allow the Point target type and are set up in a way that doesn't require a target unit.
If you ever use the pure Point target type eliminate all Unit type references in all subsequent effects, until you use a Search or something to acquire new targets.
I don't know what you've got now, but missiles can be fired at points. Compare to Fungal Growth, Leviathan's Bio-Stasis, Battlecruiser Missile Pods or other abilities.
You also seem to be misunderstanding the Search. When the Search effect is triggered it acts on the current target, finds units around said target, and applies to them the effect specified in the search area data. LM->Search (on impact) creates an explosive missile, affecting units around the impact location. Search->LM (search applies LM) finds units around the specified target and launches one missile at each of them.
I understand missiles can be fired at points. I used Fungal Growth as my base for trying to figure out how to get this ability to work. I was unsuccessful.
I don't know why it requires to center on a unit to fire.
Check the number of periods your persistent has.
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
The CP has 3.
Fixed it thanks to hobbidude. Apparently the validator (Not Hidden) on the LM was breaking it.