Im trying to create a multi-phase missile attack. What iv'e been trying to do is missile attack that is triggered through a ability targeting a unit, the first launch effect should then fire a missile to a point somewhere between the caster and target. Upon impact at the point another launch effect should launch another missile from that point to the target. And then trigger the damage effect.
So basically a missile that changes form mid-air. Im having a hard time getting this to work however, also im not sure that the "impact offset" field in the launch effect does what i think it does.
Interesting premise, I think your biggest hurdle is going to be how to get the data editor to recognize the half-way point between the caster and the target. I can think of a few hacks like have a behavior on the missile that has a countdown you hope is met roughly at the half point that triggers another series of effects, but yah what you're looking to do sounds like a tall order indeed. That or compliment the missile with a trigger that's constantly checking for these missiles and when it sees one it tries to figure out where it came from along with where its headed and then once the half point is reached it triggers its payload of eating the missile and making the payload portion of the missile's effects.
Iv'e been messing around with offsets and have been able to offset the first launch impact site to distance X from the target point. Now the hard part seems to be to trigger the second launch effect from that point (and to the target) or offset its launch site to make it look like it starts at the same point.
I have also been thinking about using triggers to help by creating a invisible mid-way unit and cast 2 seperate abilites (one from caster to dummy, and one from dummy to target) but i really rather not use that approach. If it is possible with data editor alone, i think that would be the better solution.
Missilies have "Impact Effect". Make that a "launch missile" effect to launch the second missile after the first one hits (has to be done purely through data this way though, i think)
I've done something similar using a two stage where a parabola bomb launches from the caster to a point and then upon impact detonates into a bunch of little missiles and yah I suppose the same sort of logic could apply here then. The trick to that is paying close attention to the target/origin/caster targeting concepts that these effects use, I'm still not 100% on how they all interact but I believe if you make the second round's launch point 'source' instead of caster they'll come out of the first round's impact spot and then with destination still being target they'll still head in the right direction after wards.
Ok, its moving forward :). The ability now fires the first missile, and on impact fires the other. The problem now is that offsetting the impact location with a persistent effect like i did before wont work, since that will be the target point for both launches. So now im looking in to ways to make the first missile impact after X amount of time/or distance.
It seems this might be possible with a modified mover (timeout?), but would that trigger the impact effect?
Yah I think the secret is a better understanding of movers and how you could force one to trigger its impact effect prematurely which in turn creates your second chain of effects.
It works :). I set a timeout value for the first missiles mover and then just moved launch effect 2 to "final effect" instead of impact.
Thanks for the help guys.
Hi all,
Im trying to create a multi-phase missile attack. What iv'e been trying to do is missile attack that is triggered through a ability targeting a unit, the first launch effect should then fire a missile to a point somewhere between the caster and target. Upon impact at the point another launch effect should launch another missile from that point to the target. And then trigger the damage effect.
So basically a missile that changes form mid-air. Im having a hard time getting this to work however, also im not sure that the "impact offset" field in the launch effect does what i think it does.
Anyone got any hints or ideas on how to do this?
Interesting premise, I think your biggest hurdle is going to be how to get the data editor to recognize the half-way point between the caster and the target. I can think of a few hacks like have a behavior on the missile that has a countdown you hope is met roughly at the half point that triggers another series of effects, but yah what you're looking to do sounds like a tall order indeed. That or compliment the missile with a trigger that's constantly checking for these missiles and when it sees one it tries to figure out where it came from along with where its headed and then once the half point is reached it triggers its payload of eating the missile and making the payload portion of the missile's effects.
Iv'e been messing around with offsets and have been able to offset the first launch impact site to distance X from the target point. Now the hard part seems to be to trigger the second launch effect from that point (and to the target) or offset its launch site to make it look like it starts at the same point.
I have also been thinking about using triggers to help by creating a invisible mid-way unit and cast 2 seperate abilites (one from caster to dummy, and one from dummy to target) but i really rather not use that approach. If it is possible with data editor alone, i think that would be the better solution.
Missilies have "Impact Effect". Make that a "launch missile" effect to launch the second missile after the first one hits (has to be done purely through data this way though, i think)
Yea, i tried that. But i could not get it to work. Im not sure how i would have to set up the launch location and target of the second effect.
I've done something similar using a two stage where a parabola bomb launches from the caster to a point and then upon impact detonates into a bunch of little missiles and yah I suppose the same sort of logic could apply here then. The trick to that is paying close attention to the target/origin/caster targeting concepts that these effects use, I'm still not 100% on how they all interact but I believe if you make the second round's launch point 'source' instead of caster they'll come out of the first round's impact spot and then with destination still being target they'll still head in the right direction after wards.
Ok, its moving forward :). The ability now fires the first missile, and on impact fires the other. The problem now is that offsetting the impact location with a persistent effect like i did before wont work, since that will be the target point for both launches. So now im looking in to ways to make the first missile impact after X amount of time/or distance.
It seems this might be possible with a modified mover (timeout?), but would that trigger the impact effect?
Yah I think the secret is a better understanding of movers and how you could force one to trigger its impact effect prematurely which in turn creates your second chain of effects.
It works :). I set a timeout value for the first missiles mover and then just moved launch effect 2 to "final effect" instead of impact. Thanks for the help guys.
Awesome :)