ok so i as you see it launches 2 missile out then they go towards the target but it doesn't do it by a mover it launch like this < then launches again like this > so that it can have a damage in between but i cant the second missile to fire help? Me< Target so target doesn't take damage but where the missile hits the bi-standards take damage
Are you trying to make a blast erupt between you and the target, hitting both of them with a projectile?
This is done via creating the launch point (via a persistent effect with a Y offset, for example), then having 2 launch missile effects start from the Target Point of that effect, one hitting the target and one for the caster. Depending on the exact setup of your ability/weapon you might need a Validator or another dummy persistent to "mark" the target for the missile launch. It's mostly a matter of finding the correct Location setup for your effects.
Or are you trying to create a chain effect, where a projectile launches (from between you? from the target?), hits the caster, then another projectile flies from the caster to the target?
For that have the first missile effect go from Target Unit (/Point?) to Caster Unit (/Point?), then the second one go from Caster unit (/Point?) to the Source Unit of the first missile effect. Again it's mostly a matter of picking the correct Location reference.
"Caster" is the original creator of the effect chain, i.e. the caster of the ability, the one who fired the weapon or the host of the initial behavior. "Source" is the launch location of either the specified object or the one that created the current effect, if no effect is specified. "Target" is the target/impact location of an object, and follows the same rules as "Source". I don't know what "Outer" and "Origin" do, but you don't really need them most of the time.
If you use only -Unit locations the point will travel with the unit, and the effect will fail if there isn't one or the unit dies. -Unit/Point will work like Unit but remains at the site of death if the unit dies (I don't know its full functionality, but this is what you should use to target units if the effect shouldn't completely fail upon death) Finally -Point remains fixed once a point is selected. This will cause missiles to hit the ground if the target unit moves.
ok let me rephrase it my units has an attack when he goes to a target he shoots 2 missiles out in a v shape unit< but they go half way not to the target i used a persistent with offsets ok after they shoot in a < they launch missiles again from the impact towards the target. ok this is what i want to happen but heres the problem. the 2 missiles fly in the < but then they dont launch again even though i have impact effect launch missile and on the second launch the launch location is source point and impact location its target unit
You mean like the Phoenix, just with straight lines instead of a curved trajectory?
Copy the missile Movers from the Scout, set the Outro Blend Start of the Mover's Throw phase to 0. That will make the missile go in a straight line from the attacker, then suddenly home in on the target. You have to make 2 missiles, one "left" and one "right" one. (again, use the Scout as reference)
If you want to change the missile's appearance there's an actor event "MotionPhaseStart" or something (check the Hunter Seeker Missile's actor), which you can then use to trigger scaling, tinting or a full model swap.
Setting up the mover to look like you want is a matter of trial-and-error, just keep chaning the Mover velocity, acceleration, throw vector and Outro Time - Stop. Outro - Blend makes the current motion phase "blend" with the next, creating a curved trajectory. Outro - Stop completely stops the motion phase and, if used without previous blending, will cause the missile to turn immediately as you want.
Should the missiles trigger any effect at the point where they start turning to the target? If yes you need dummy effects. If not you just need 1 missile for both parts, plus the custom mover.
I edited my previous post, as they changed the Phoenix missile since the last time I looked at it (early beta?); anyway the Scout still has what I mean. Just set the Outro - Blend Start time of the first motion phase (the "Throw" one) of either Scout Missile movers to 0 and delete the second motion phase. (the middle one in the list) The missile will fly in a straight line in the direction specified by its throw vector (from the facing of the attacker, -Y is forward; X is right and Z is up) until that motion phase times out, at which point it will immediately turn on the spot and head for its target.
Well, you used a persistent with 2 offsets to fire missiles on the ground, correct? And you used a second launch missile effect as impact effect for the first launch missile?
In this case, the 2nd launch missile needs access to the target unit; the missiles targetting the ground obviously do not have this information. However, you can change the target unit of the 2nd missiles to be the target of another effect: Usually the Effect for the Target + field is set to None. However changing this to the initial persistent target unit should work.
Maybe this will screw up the actors, because they will need an attachment to work from; if not specified otherwise, they might once again be launched at the caster unit. You could, however, create an impact site actor at the offset locations and use this as launch site for the 2nd actor (maybe even using the GenericImpactSite as a launch site might work)
This might sound complicated, do you get what I mean?
Check this post for reference, I use something similar there, which should be easily adaptable to your problem.
ok i changed the wrong field i change target-marker to the persistent you ment impact ok one more thing im not good with missiles how do i get it to fire from his chest and stay off the ground except for impact
ok i have a attack that fires out Me<>target
missile path <, >
ok so i as you see it launches 2 missile out then they go towards the target but it doesn't do it by a mover it launch like this < then launches again like this > so that it can have a damage in between but i cant the second missile to fire help? Me< Target so target doesn't take damage but where the missile hits the bi-standards take damage
Could you try to re-phrase the question, I am not sure, what you want to achieve and whats the problem.
Are you trying to make a blast erupt between you and the target, hitting both of them with a projectile?
This is done via creating the launch point (via a persistent effect with a Y offset, for example), then having 2 launch missile effects start from the Target Point of that effect, one hitting the target and one for the caster. Depending on the exact setup of your ability/weapon you might need a Validator or another dummy persistent to "mark" the target for the missile launch. It's mostly a matter of finding the correct Location setup for your effects.
Or are you trying to create a chain effect, where a projectile launches (from between you? from the target?), hits the caster, then another projectile flies from the caster to the target?
For that have the first missile effect go from Target Unit (/Point?) to Caster Unit (/Point?), then the second one go from Caster unit (/Point?) to the Source Unit of the first missile effect. Again it's mostly a matter of picking the correct Location reference.
"Caster" is the original creator of the effect chain, i.e. the caster of the ability, the one who fired the weapon or the host of the initial behavior. "Source" is the launch location of either the specified object or the one that created the current effect, if no effect is specified. "Target" is the target/impact location of an object, and follows the same rules as "Source". I don't know what "Outer" and "Origin" do, but you don't really need them most of the time.
If you use only -Unit locations the point will travel with the unit, and the effect will fail if there isn't one or the unit dies. -Unit/Point will work like Unit but remains at the site of death if the unit dies (I don't know its full functionality, but this is what you should use to target units if the effect shouldn't completely fail upon death) Finally -Point remains fixed once a point is selected. This will cause missiles to hit the ground if the target unit moves.
ok let me rephrase it my units has an attack when he goes to a target he shoots 2 missiles out in a v shape unit< but they go half way not to the target i used a persistent with offsets ok after they shoot in a < they launch missiles again from the impact towards the target. ok this is what i want to happen but heres the problem. the 2 missiles fly in the < but then they dont launch again even though i have impact effect launch missile and on the second launch the launch location is source point and impact location its target unit
You mean like the Phoenix, just with straight lines instead of a curved trajectory?
Copy the missile Movers from the Scout, set the Outro Blend Start of the Mover's Throw phase to 0. That will make the missile go in a straight line from the attacker, then suddenly home in on the target. You have to make 2 missiles, one "left" and one "right" one. (again, use the Scout as reference)
If you want to change the missile's appearance there's an actor event "MotionPhaseStart" or something (check the Hunter Seeker Missile's actor), which you can then use to trigger scaling, tinting or a full model swap.
Setting up the mover to look like you want is a matter of trial-and-error, just keep chaning the Mover velocity, acceleration, throw vector and Outro Time - Stop. Outro - Blend makes the current motion phase "blend" with the next, creating a curved trajectory. Outro - Stop completely stops the motion phase and, if used without previous blending, will cause the missile to turn immediately as you want.
movers arent my problem
Still not sure, if I got it 100% right. Probably something like this?
@Kueken531: Go
yes but with out the 2 extra missile its just one from each impact
Should the missiles trigger any effect at the point where they start turning to the target? If yes you need dummy effects. If not you just need 1 missile for both parts, plus the custom mover.
I edited my previous post, as they changed the Phoenix missile since the last time I looked at it (early beta?); anyway the Scout still has what I mean. Just set the Outro - Blend Start time of the first motion phase (the "Throw" one) of either Scout Missile movers to 0 and delete the second motion phase. (the middle one in the list) The missile will fly in a straight line in the direction specified by its throw vector (from the facing of the attacker, -Y is forward; X is right and Z is up) until that motion phase times out, at which point it will immediately turn on the spot and head for its target.
Well, you used a persistent with 2 offsets to fire missiles on the ground, correct? And you used a second launch missile effect as impact effect for the first launch missile?
In this case, the 2nd launch missile needs access to the target unit; the missiles targetting the ground obviously do not have this information. However, you can change the target unit of the 2nd missiles to be the target of another effect: Usually the Effect for the Target + field is set to None. However changing this to the initial persistent target unit should work.
Maybe this will screw up the actors, because they will need an attachment to work from; if not specified otherwise, they might once again be launched at the caster unit. You could, however, create an impact site actor at the offset locations and use this as launch site for the 2nd actor (maybe even using the GenericImpactSite as a launch site might work)
This might sound complicated, do you get what I mean?
Check this post for reference, I use something similar there, which should be easily adaptable to your problem.
ok haven't looked at post yet but i got it to fire the second missile cept it fires it at the same spot the first missile hit so it goes no where
ok i changed the wrong field i change target-marker to the persistent you ment impact ok one more thing im not good with missiles how do i get it to fire from his chest and stay off the ground except for impact
bump
Erm try launching the second missiles from the first just before they explode using a timer as a trigger?
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
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@DrSuperEvil: Go
no its just the launch location the missiles are on the ground i want them to i want it to fire from my units chest(no im not making inromman)