Hey guys this is my first post here. Long time reader, first (and probably not last) time poster.. I hope you can help me. I've had a search on the forums and can't find a solution to my problem...
Is it possible to upgrade the mover for my missile?
I'd like to be able to have an upgrade to make my missile accellerate faster, or increase the max speed that the missile moves, or even change the turning angle or something..
is this for a hero like upgradeable ability lvl1-3. or
is this for all of a unit eg marine can get terran infrantry upgrade lvl 1-3
edit :o wait not sure if this even matters.
ima look around in editor to see if i can find anything
ok ummm i have not really worked with movers but ima take a whirl at it.
by looking in upgrades i couldnt find anything in upgrade-effects for movers. but i did see that you can ply around with weapons and units.
so i figured for example thor has a mover thor AA applied to a weapon thor aa which can be found under units tab so an alternative to altering the mover via upgrade you can set the current mover for this weapon thor AA(unit) via upgrade this make sense?
so instead of upgrading and changing stats of current movers. this method requires you to make different movers for same weapon(unit in this case) and apply the mover to weapon(unit) in the upgrade-effect
I love chain lightning, but say I want 10 levels of upgrades for each of the 3 things (there could be more fields, am unsure atm), that's 10 x 10 x 10 movers...
1000 movers... Too many IMO.. There has to be a better way.. :(
Idk if you can change movers at all in game. If you can, it would effect every single unit in the game of that type, no exceptions. Blizzard has explicitly stated that it is not possible to change the mover for one particular unit.
oh it is... just keep making new things and trying out more tutorials. Soon enough you will realize the full power of the data editor! *Insert Mad Scientist Laugh Here*
Try giving the missile unit a Behavior by default, and then have the upgrade(s) modify the speed/acceleration boosts granted by that behavior.
I don't know which of the movement-related fields actually work with missile type movers, but at least Time Scale works for a global boost. Modifying speed/acceleration values in any way will change the shape of the missile's trajectory though, unless it homes in on the target from the start. The only way of avoiding this would indeed be making individual movers.
Time Scale doesn't have this problem, but it affects all properties of the missile equally, as well as the "timeout" counter (a missile usually "times out" and dies after 30 seconds, but running at 3x Time Scale that would become 10 seconds global game time, though it would of course also have 3x the speed and acceleration)
Say I made my unit shoot, not a missile, but another unit.. Would that
be possible? Then I'd be able to upgrade the shot units speed, yes?
Unfortunately you can only shoot units that are designated as a projectile. Furthermore, even though you can give said unit an acceleration and movement speed, these will be ignored in favour of the assigned mover. If you don't assign any mover, the projectile will just not move at all.
The broodling (escourt) of the broodlord shoot themselves as missiles without a missile unit so you could try starting there.
But they still use a missile-type mover as far as I can see. They somehow convert themselves into the missile unit for the Launch Missile effect. That ability is an awful mess though, as there still is a Missile unit which appears to be unused, along with the corresponding Attack actor etc.
The broodling (escourt) of the broodlord shoot themselves as missiles without a missile unit so you could try starting there.
The broodlord weapon fires a missile that becomes a unit upon impact. The missile and unit share models to give the impression that it's launching regular units, but it isn't.
The broodlord weapon fires a missile that becomes a unit upon impact. The missile and unit share models to give the impression that it's launching regular units, but it isn't.
DrSuperEvil is right in a way. The missile of the animation inherits its model from the escort unit, and I'm willing to believe that the escort unit actually becomes the missile. The escort unit dies upon impact, like a normal missile would. The unit spawned upon impact is completely unrelated to this mechanism though. I only tested it by replacing the escort model with a Bunker, which will make 2 Bunkers escort the BL and launch themselves at the target, where normal Broodlings are spawned upon impact.
I had my Marauders shooting Zealots. I think i just changed the projectile (punisher grenades or whatever) with it. It still used the Missile mover, and just hit it like the normal weapon, disappearing on impact.
Unfortunately you can only shoot units that are designated as a projectile.
I used a Zealot..
I thought that looked a bit silly, so I added an effect to create zealot upon impact. Worked just like the broodling ability without the escort..
Then i removed the missile mover, but that just made zealots spawn in my marauder and get aggro'd by other dudes.. So yea... As far as I know, what I wanna do isn't possible... That makes me sad :(
Maybe you could post some details as to what you ultimately want to achieve with this? (unless it's some secret project of yours ;) )
That way we could possibly find a workaround, like a setup that doesn't use missiles. For example a homing missile that normally travels in a straight line could be emulated via an Issue Order effect that periodically makes the "missile" (which has a normal unit mover) move towards the target.
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Hey guys this is my first post here. Long time reader, first (and probably not last) time poster.. I hope you can help me. I've had a search on the forums and can't find a solution to my problem...
Is it possible to upgrade the mover for my missile? I'd like to be able to have an upgrade to make my missile accellerate faster, or increase the max speed that the missile moves, or even change the turning angle or something..
Thanks in advance... Simbob
is this for a hero like upgradeable ability lvl1-3. or
is this for all of a unit eg marine can get terran infrantry upgrade lvl 1-3
edit :o wait not sure if this even matters.
ima look around in editor to see if i can find anything
Yeah, Like a global unit upgrade.. (The marine one)
ok ummm i have not really worked with movers but ima take a whirl at it.
by looking in upgrades i couldnt find anything in upgrade-effects for movers. but i did see that you can ply around with weapons and units.
so i figured for example thor has a mover thor AA applied to a weapon thor aa which can be found under units tab so an alternative to altering the mover via upgrade you can set the current mover for this weapon thor AA(unit) via upgrade this make sense?
so instead of upgrading and changing stats of current movers. this method requires you to make different movers for same weapon(unit in this case) and apply the mover to weapon(unit) in the upgrade-effect
Yea i get it, but that could be really harsh.. Say i upgrade the Acceleration 4 times and the max speed once and the turning angle 3 times...
Imagine the amount of movers required there...
if you think thats harsh check up on the making of the ability chain lightning. its in a thread around here. and its only lvl 1 ability, if it was a dota move it would require 4times the ammount of how many there are atm.
not sure what the link is might be http://forums.sc2mapster.com/resources/tutorials/11613-data-recursive-chain-lightning-medium-difficulty/
or http://www.sc2mapster.com/maps/chain-lightning-data-editor/
but yeeee was hectic compared to a few movers.
I love chain lightning, but say I want 10 levels of upgrades for each of the 3 things (there could be more fields, am unsure atm), that's 10 x 10 x 10 movers...
1000 movers... Too many IMO.. There has to be a better way.. :(
Idk if you can change movers at all in game. If you can, it would effect every single unit in the game of that type, no exceptions. Blizzard has explicitly stated that it is not possible to change the mover for one particular unit.
Try triggers to alter the desired mover stats?
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
Dang.... Well, thanks anyway... I may a fiddle with triggers, but I'd like to have my units all in the data editor.. Just seems neater.
@Simbob: Go
oh it is... just keep making new things and trying out more tutorials. Soon enough you will realize the full power of the data editor! *Insert Mad Scientist Laugh Here*
That's the plan ;D..
Say I made my unit shoot, not a missile, but another unit.. Would that be possible? Then I'd be able to upgrade the shot units speed, yes?
Try giving the missile unit a Behavior by default, and then have the upgrade(s) modify the speed/acceleration boosts granted by that behavior.
I don't know which of the movement-related fields actually work with missile type movers, but at least Time Scale works for a global boost. Modifying speed/acceleration values in any way will change the shape of the missile's trajectory though, unless it homes in on the target from the start. The only way of avoiding this would indeed be making individual movers.
Time Scale doesn't have this problem, but it affects all properties of the missile equally, as well as the "timeout" counter (a missile usually "times out" and dies after 30 seconds, but running at 3x Time Scale that would become 10 seconds global game time, though it would of course also have 3x the speed and acceleration)
Unfortunately you can only shoot units that are designated as a projectile. Furthermore, even though you can give said unit an acceleration and movement speed, these will be ignored in favour of the assigned mover. If you don't assign any mover, the projectile will just not move at all.
The broodling (escourt) of the broodlord shoot themselves as missiles without a missile unit so you could try starting there.
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
But they still use a missile-type mover as far as I can see. They somehow convert themselves into the missile unit for the Launch Missile effect. That ability is an awful mess though, as there still is a Missile unit which appears to be unused, along with the corresponding Attack actor etc.
The broodlord weapon fires a missile that becomes a unit upon impact. The missile and unit share models to give the impression that it's launching regular units, but it isn't.
DrSuperEvil is right in a way. The missile of the animation inherits its model from the escort unit, and I'm willing to believe that the escort unit actually becomes the missile. The escort unit dies upon impact, like a normal missile would. The unit spawned upon impact is completely unrelated to this mechanism though. I only tested it by replacing the escort model with a Bunker, which will make 2 Bunkers escort the BL and launch themselves at the target, where normal Broodlings are spawned upon impact.
I had my Marauders shooting Zealots. I think i just changed the projectile (punisher grenades or whatever) with it. It still used the Missile mover, and just hit it like the normal weapon, disappearing on impact.
I used a Zealot..
I thought that looked a bit silly, so I added an effect to create zealot upon impact. Worked just like the broodling ability without the escort..
Then i removed the missile mover, but that just made zealots spawn in my marauder and get aggro'd by other dudes.. So yea... As far as I know, what I wanna do isn't possible... That makes me sad :(
Maybe you could post some details as to what you ultimately want to achieve with this? (unless it's some secret project of yours ;) )
That way we could possibly find a workaround, like a setup that doesn't use missiles. For example a homing missile that normally travels in a straight line could be emulated via an Issue Order effect that periodically makes the "missile" (which has a normal unit mover) move towards the target.