Movers are (to me) a very complex system with allot of fields needed to be learn. However i only need 1 custom mover for my map, a rather simple one and i was thinking that maybe somebody of you who read this might know how to make it fairly fast compare to me.
Its a marine using marauders missile to do a grenade launch effect. A simple realistic arc movement of the missile. Not much more that that. Does anybody feel like making this easy mover for me then i would be very happy :)
Movers aren't so scary in reality. For 99% of missiles you can get away with just copy/pasting an existing mover then adjusting the speed/flight time.
For what you want, copy/paste the Grenade or Throw movers. These are ballistic movers which basically just take the Flight Time and the distance to impact point, and make an arc out of it. To make the arc higher, increase the flight time. Note that ballistic movers only really work for targeting a point. Trying to target a unit with a ballistic mover usually results in the projectile bouncing off the floor if the unit moves even slightly.
In real life when a grenade is shot then the distance decide the time it take to reach the target and the further away the target is the higher arc.
Muzzle velocity messes with this a lot. There's nothing illogical about a shallower arc with longer distance though.
To get your desired affect, you're going to need multiple movers. Go to your LM effect and add each mover into the relevant field. Select your desired range for each. Tedious, yes, but I don't know of a better way.
Movers are (to me) a very complex system with allot of fields needed to be learn. However i only need 1 custom mover for my map, a rather simple one and i was thinking that maybe somebody of you who read this might know how to make it fairly fast compare to me.
Its a marine using marauders missile to do a grenade launch effect. A simple realistic arc movement of the missile. Not much more that that. Does anybody feel like making this easy mover for me then i would be very happy :)
@Sherlia: Go
why dont you just Duplicate the mover from the Grenade if u want an ARC ( can be found on Jim (commando ) or tytus ( commando)
making movers is very high time consuming prosses. lol
Read the blizzard guide to movers that covers lmost everything in great detail.
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
Movers aren't so scary in reality. For 99% of missiles you can get away with just copy/pasting an existing mover then adjusting the speed/flight time.
For what you want, copy/paste the Grenade or Throw movers. These are ballistic movers which basically just take the Flight Time and the distance to impact point, and make an arc out of it. To make the arc higher, increase the flight time. Note that ballistic movers only really work for targeting a point. Trying to target a unit with a ballistic mover usually results in the projectile bouncing off the floor if the unit moves even slightly.
@Eiviyn: Go
Ok thanks!
I have a small problem getting it to work like i want it to.
When i fire the grenade i want the height to be higher the longer distance it is.
Now if i set it to 1.5 base then it takes 1.5 seconds to reach the target and the height is always the same.
If i instead set range to 1.5 then it does the exact oposit of what i want, short distance = high arc and long distance = low arc.
In real life when a grenade is shot then the distance decide the time it take to reach the target and the further away the target is the higher arc.
Whats the difference between Base and Range anyway?
How to fix this problem?
Muzzle velocity messes with this a lot. There's nothing illogical about a shallower arc with longer distance though.
To get your desired affect, you're going to need multiple movers. Go to your LM effect and add each mover into the relevant field. Select your desired range for each. Tedious, yes, but I don't know of a better way.
@Eiviyn: Go
Hmm alright this should work, just need to test now what looks best for what ranges.
Thanks mate!