Can't figure this one out, really pulling hair on this.
I have read that the retarget flag allows a missile to seek a new target should it's current target get destroyed. I can get this to work for the marauder's missile, I am trying to get this to work for a modififed version of haywire missiles from the warhound unit in the editor.
I am using an ability (haywire missile) that uses a dummy. I am setting both the launch missile and the launch missile dummy for tornado missile to have the re-target flags, I set filters the exact same as the original target filters, and I set the re-target range for the same range, but the missiles still will not retarget an enemy if their current target is destroyed.
What else could be causing this besides the retarget flag and the 2 retarget fields, range, and filters? Could something be killing the ammo unit when the current target dies stopping it from re-targeting?
edit* solved by copying and pasting the working launch missle from the marauder into the create persistent effect for the tornado missile.
Yes I understand that. I currently have thehaywire missile retarget range set to 7, which is the same as the ability range.
Editing the range previousled seemed to work fine with the marauder's missile being redirected, but no matter what I fidget with I can't get it to work with this ability, I am extremely confused.
is there anything else beyond range that might cause a problem??
The LMDummy is aimed at Target Point, maybe it doesn't work with Point type target scopes? And then there's the validators on the effects, which I haven't looked into, if one of those is a LocationRange or scope-specific target check you'll have to change it.
The reason is because there is no need to "re-target" as it still has its previous target. If it targets a point then it does not mater how the point was created as the point will still exist even if the source no longer exists (removed unit) or the point is no longer related to the source (moved unit).
After some more fidgiting, I have changed the dummy values Target: Impact Locations field to Target Unit. I am still encountering the same problem however.
The missiles disappear/die if the target dies instead of seeking new targets by re-targeting like the marauder missile.
For simplicity, I have set the validators on the missile and missile dummy set to only (target not dead) and (enemy target) the retarget filters are REquired ground, excluded self, ally, structure, missile, dead.
Since I cannot think of anything else, I've included my map in the attachments if anyone is brave enough to take a gander. The ability in question is called Tornado Missile2 (copied from the editor's tornado missile, which is what the haywire missile uses). It is a hero ability, so there are 3 ranks of effects, I have been trying to get re-target to work for just level 1(named simply tornado missileLM and tornado missileLM dummy), after that I can apply it to the other levels.
The bulwark goliath the map starts with will have the ability. The drones next to it are edited to give a ton of xp for testing purposes.
Well, I couldnt figure out how to fix the tornado LM effect, but I can just copy the one from the marauder that works and use that in the create persistent tornado missile, and the missiles will now retarget.
*further update*
It appears the mover is at least part of the culprit. When I add the tornado movers onto the effect, the effect will not redirect the missiles. Bummer! he tornado movers look SWEET, but they must be bugged with retargeting.
I would love to know how you went about making an ability use the retarget feature. I have only been able to get Weapons to retarget their missiles thus far, and using both the Leviathan's Bile Swarm (which uses retargeting) and the Warhound's Tornado Missile Ability as templates hasn't worked for me, even with the suggestions in this thread.
I also can't download the map attached...it looks like the link is broken :(
I would love to know how you went about making an ability use the retarget feature. I have only been able to get Weapons to retarget their missiles thus far, and using both the Leviathan's Bile Swarm (which uses retargeting) and the Warhound's Tornado Missile Ability as templates hasn't worked for me, even with the suggestions in this thread.
I also can't download the map attached...it looks like the link is broken :(
I would recommend starting a new topic as this is quite old (2 years nearly). Any attachments may have been lost during the recent move.
One should be able to make missiles automatically find a new target under the launch missile effect. This target may not be related to the unit the missile was launched by but it is better than nothing if one needs to prevent missiles being wasted.
Can't figure this one out, really pulling hair on this.
I have read that the retarget flag allows a missile to seek a new target should it's current target get destroyed. I can get this to work for the marauder's missile, I am trying to get this to work for a modififed version of haywire missiles from the warhound unit in the editor.
I am using an ability (haywire missile) that uses a dummy. I am setting both the launch missile and the launch missile dummy for tornado missile to have the re-target flags, I set filters the exact same as the original target filters, and I set the re-target range for the same range, but the missiles still will not retarget an enemy if their current target is destroyed.
What else could be causing this besides the retarget flag and the 2 retarget fields, range, and filters? Could something be killing the ammo unit when the current target dies stopping it from re-targeting?
@gnome08:
Retarget Range refers to the range from the MISSILE to look for new targets, not the range around the (now dead) target.
@ArcaneDurandel: Go
Yes I understand that. I currently have thehaywire missile retarget range set to 7, which is the same as the ability range.
Editing the range previousled seemed to work fine with the marauder's missile being redirected, but no matter what I fidget with I can't get it to work with this ability, I am extremely confused.
is there anything else beyond range that might cause a problem??
The LMDummy is aimed at Target Point, maybe it doesn't work with Point type target scopes? And then there's the validators on the effects, which I haven't looked into, if one of those is a LocationRange or scope-specific target check you'll have to change it.
The reason is because there is no need to "re-target" as it still has its previous target. If it targets a point then it does not mater how the point was created as the point will still exist even if the source no longer exists (removed unit) or the point is no longer related to the source (moved unit).
@ImperialGood: Go
Ahhhh, Thank you, that makes sense.
@gnome08: Go
Thanks for the help so far guys.
After some more fidgiting, I have changed the dummy values Target: Impact Locations field to Target Unit. I am still encountering the same problem however.
The missiles disappear/die if the target dies instead of seeking new targets by re-targeting like the marauder missile.
For simplicity, I have set the validators on the missile and missile dummy set to only (target not dead) and (enemy target) the retarget filters are REquired ground, excluded self, ally, structure, missile, dead.
Since I cannot think of anything else, I've included my map in the attachments if anyone is brave enough to take a gander. The ability in question is called Tornado Missile2 (copied from the editor's tornado missile, which is what the haywire missile uses). It is a hero ability, so there are 3 ranks of effects, I have been trying to get re-target to work for just level 1(named simply tornado missileLM and tornado missileLM dummy), after that I can apply it to the other levels.
The bulwark goliath the map starts with will have the ability. The drones next to it are edited to give a ton of xp for testing purposes.
@gnome08: Go
Well, I couldnt figure out how to fix the tornado LM effect, but I can just copy the one from the marauder that works and use that in the create persistent tornado missile, and the missiles will now retarget.
*further update*
It appears the mover is at least part of the culprit. When I add the tornado movers onto the effect, the effect will not redirect the missiles. Bummer! he tornado movers look SWEET, but they must be bugged with retargeting.
I would love to know how you went about making an ability use the retarget feature. I have only been able to get Weapons to retarget their missiles thus far, and using both the Leviathan's Bile Swarm (which uses retargeting) and the Warhound's Tornado Missile Ability as templates hasn't worked for me, even with the suggestions in this thread.
I also can't download the map attached...it looks like the link is broken :(