if you want it to attack a unit position instead of the unit itself (i mean a no tracer missile) you have to change "target: impact location" to "target point". this way missile will explode on location instead of pursuite target unit.
to draw an arc you will need to create a new mover and apply it to your launch missile effect
As for the effects, make the Launch Missile effect target "Target Point", and make sure its impact effect also targets "Target Point" instead of "Target Unit", that way the missile will impact with the position of the target unit at the time of the launch, even if the unit moves away.
For the explosion, if you want to make it simple instant damage, modify the Area field in the damage effect (Look at the Siege Tank damage effects, there are a lot of them unfortunately so you might find one without the search area) Adding multiple values with different radii and fractions allows you to make the damage be weaker further away from the impact point (Like the Siege Tank's), if you want to do that, I highly recommend looking at the siege tank damage effect.
If you want it to be a combination of instant damage and a debuff or damage over time, you'll need more effects. A behavior with a periodic damage effect is good for creating a sort of "Burning" effect, a persistent effect with a periodic damage effect with a search area can be used for making the impact area continue dealing damage (as if it were on fire). If something along these lines is what you want, I'll try and remember to check this thread again later/tomorrow so that I can give you more details on how to set all this up and make the actors for it. (You can also PM me if you want to)
missile effect have a field named "impact effect". So use this field to activate impact model, search area and damage
for example take marauder weapon, launch missile effect and:
change "target - impact location" to "target point"
change "movement: mover" to "InfestedTerransWeapon"
change "effect: impact effect" to "cannon crucio blast impact" (sorry, not sure about the name on english, i use spanish editor)
now you have a marauder with a missile attack that travel drawing an arc and create an explosion on hit
Now I have reached a dead end again. Anyone wanna have a look at this test map and tell me what I am doing wrong?
- The impact model is played before the missile reaches it´s target.
- The missile is launched from the front of the Infestor. (I want the missile to be launched out of the same hole as Infested Eggs are shoot out of)
- The whole attack feels... wimpy. I want the missile to accelerate towards it´s target, like "oh oh that thing better not hit my army.." It shall be a kinda slow, frightening and dangeorus attack... I can´t get it to feel powerful.. : /
Would be so nice if someone could have a look! Thanks in advance!
I've downloaded the map, but am currently working on my own and have some chores left to do. I'll reply again if I do something.
About the impact model playing before the missile reaches its target... Is it a seperate actor? I believe the Action Actor you need to get missiles to work anyway has a field "Impact map" which you can use to automatically create models upon impact. I'll try and take a look later.
About attacks feeling "wimpy", you can change speed and acceleration in the mover if that's whats the problem. Also, add sound effects! Those can make a big difference. (Either use the action actor again (Launch assets and Impact map fields I think) or make an actor of type "Sound" based on "SoundOneShot" and add an event that creates it when the desired effect starts and pick the appropriate sound file)
Change the "Launch Location" in the action actor to have it launch from the right point. (Open the previewer and the infestor model in it, then press "A" (Or in the top click on Render -> Show Geometry -> Attachment Points) to see the attachment point names and locations.)
EDIT: Just took a look at it. It looks like it should work properly, but for some reason it doesn't. I'll keep looking.
EDIT 2: Here is what I did, wasn't able to fix the launch site unfortunately, actors sometimes have a will of their own >.> To fix the impact model I created seperate actors, and to make the attack look more "impressive" I added an attached model to the missile and changed the impact sound and model. If you don't like it, I'm sure you know how to revert all that to what you had before.
Also, modified the mover to accelerate the missile.
I notice that if I use the infested egg as a missile for the attack, it launches from the egg hole. Can a missile have their own individual launch location? O_o
The actor has a launch attachment query.
You can edit these attach patterns or create new ones.
You can even define an attachment point (which the unit should have).
Use the previewer to check the available attachment points on the unit out.
Yes, you can set the missiles launch point in the Action actor, I actually did that, but that part of action actors has a tendency to not work for strange reasons >.>
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I try to mimic the attack of a catapult.
It fires a missile that moves in an arc and explodes when it reaches the targeted point.
I´ve been experementing with movers and reading tutorials for 2 hours now, but I can´t get it to work. At all.
Anyone wanna give me some guidance on how to make an attack like a catapult?
@Kabelkorven: Go
Try mimicing the way the infestor launches infested terran eggs. That should give you a useful bit of insight.
if you want it to attack a unit position instead of the unit itself (i mean a no tracer missile) you have to change "target: impact location" to "target point". this way missile will explode on location instead of pursuite target unit.
to draw an arc you will need to create a new mover and apply it to your launch missile effect
edit: http://www.sc2mapster.com/wiki/galaxy/data/movers/
For the mover, follow this tutorial:
http://www.sc2mapster.com/forums/resources/tutorials/4855-data-customized-movers-advanced-difficulty/
I believe it is the parabola mover you are looking for.
As for the effects, make the Launch Missile effect target "Target Point", and make sure its impact effect also targets "Target Point" instead of "Target Unit", that way the missile will impact with the position of the target unit at the time of the launch, even if the unit moves away.
For the explosion, if you want to make it simple instant damage, modify the Area field in the damage effect (Look at the Siege Tank damage effects, there are a lot of them unfortunately so you might find one without the search area) Adding multiple values with different radii and fractions allows you to make the damage be weaker further away from the impact point (Like the Siege Tank's), if you want to do that, I highly recommend looking at the siege tank damage effect.
If you want it to be a combination of instant damage and a debuff or damage over time, you'll need more effects. A behavior with a periodic damage effect is good for creating a sort of "Burning" effect, a persistent effect with a periodic damage effect with a search area can be used for making the impact area continue dealing damage (as if it were on fire). If something along these lines is what you want, I'll try and remember to check this thread again later/tomorrow so that I can give you more details on how to set all this up and make the actors for it. (You can also PM me if you want to)
Thank you all!
Finally I am making progress.
I try to keep the attack simple, with a missile that does splash damage upon impact.
I use two models for the attack: One model as the missile. One model as the impact effect. (When the missile hit´s it´s target.)
The problem is that the impact effect is played before the missile hits the target!?
I will try to solve this, but if anyone knows right away what the problem might be, please tell me :)
missile effect have a field named "impact effect". So use this field to activate impact model, search area and damage
for example take marauder weapon, launch missile effect and:
change "target - impact location" to "target point"
change "movement: mover" to "InfestedTerransWeapon"
change "effect: impact effect" to "cannon crucio blast impact" (sorry, not sure about the name on english, i use spanish editor)
now you have a marauder with a missile attack that travel drawing an arc and create an explosion on hit
Now I have reached a dead end again. Anyone wanna have a look at this test map and tell me what I am doing wrong?
- The impact model is played before the missile reaches it´s target.
- The missile is launched from the front of the Infestor. (I want the missile to be launched out of the same hole as Infested Eggs are shoot out of)
- The whole attack feels... wimpy. I want the missile to accelerate towards it´s target, like "oh oh that thing better not hit my army.." It shall be a kinda slow, frightening and dangeorus attack... I can´t get it to feel powerful.. : /
Would be so nice if someone could have a look! Thanks in advance!
@Kabelkorven: Go
I've downloaded the map, but am currently working on my own and have some chores left to do. I'll reply again if I do something.
About the impact model playing before the missile reaches its target... Is it a seperate actor? I believe the Action Actor you need to get missiles to work anyway has a field "Impact map" which you can use to automatically create models upon impact. I'll try and take a look later.
About attacks feeling "wimpy", you can change speed and acceleration in the mover if that's whats the problem. Also, add sound effects! Those can make a big difference. (Either use the action actor again (Launch assets and Impact map fields I think) or make an actor of type "Sound" based on "SoundOneShot" and add an event that creates it when the desired effect starts and pick the appropriate sound file)
Change the "Launch Location" in the action actor to have it launch from the right point. (Open the previewer and the infestor model in it, then press "A" (Or in the top click on Render -> Show Geometry -> Attachment Points) to see the attachment point names and locations.)
EDIT: Just took a look at it. It looks like it should work properly, but for some reason it doesn't. I'll keep looking.
EDIT 2: Here is what I did, wasn't able to fix the launch site unfortunately, actors sometimes have a will of their own >.> To fix the impact model I created seperate actors, and to make the attack look more "impressive" I added an attached model to the missile and changed the impact sound and model. If you don't like it, I'm sure you know how to revert all that to what you had before.
Also, modified the mover to accelerate the missile.
Thanks a lot for the work you put in to it!
You made the attack have some attitude.
I notice that if I use the infested egg as a missile for the attack, it launches from the egg hole. Can a missile have their own individual launch location? O_o
@Kabelkorven: Go
The actor has a launch attachment query.
You can edit these attach patterns or create new ones.
You can even define an attachment point (which the unit should have).
Use the previewer to check the available attachment points on the unit out.
Yes, you can set the missiles launch point in the Action actor, I actually did that, but that part of action actors has a tendency to not work for strange reasons >.>