This might be a simple problem but I've played around with the detect range validator and can't get it working, not sure how reference the firing unit?
What I want is a validator that will return true if the missle has travled more than a set distance from its launch point/unit.
My two intended uses for this are:
1. Making an effect that will search for cover objects anywhere after two distance (I know how to do all the effects, just need the range check) 2. Making bullets expire after travling a certian distance.
If you can think of a better way to do either I'd like to hear them
1. Just detect the motion phase using a Unit Compare Mover Phase validator. You can then range from the launcher via having a motion phase change after it is a certain distance
2. Just use the fields for timeout and outro in the mover.
Lol yeah movers are just as problomatic for me right now as validators, but I have been messing around with them.
So to do this I would have my primary motion phase that has its (Outro - "blend at range") set to my target distance, 2 for example so it would then switch to its second motion phase at that distance, then just get the validator to check for the second motion phase?
Yeah I actually did check out the Blizzard missile mover guide for a while, maybe too much skimming. From what I read it seems a throw is the driver I want, but any time I set it to throw it invariabley shoots straight down.. Putting values in throw vector at least makes it fire in a direction reactive to my unit's facing, but no matter the numbers it seems to fire at the same weird angle like 135 counter clockwise of my unit.
Basically I want the projectile to just fire straight forward at the target point and continue on until it reaches a certian distance. Have that sort of working with arrival test set to never, guidance driver, and using fade out time to estimate distance.
Would throw be the best driver for this? Do you know what I need to do to get it "throwing" at the target point and not directly south all the time?
This might be a simple problem but I've played around with the detect range validator and can't get it working, not sure how reference the firing unit?
What I want is a validator that will return true if the missle has travled more than a set distance from its launch point/unit.
My two intended uses for this are: 1. Making an effect that will search for cover objects anywhere after two distance (I know how to do all the effects, just need the range check) 2. Making bullets expire after travling a certian distance.
If you can think of a better way to do either I'd like to hear them
1. Just detect the motion phase using a Unit Compare Mover Phase validator. You can then range from the launcher via having a motion phase change after it is a certain distance
2. Just use the fields for timeout and outro in the mover.
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
@DrSuperEvil: Go
Lol yeah movers are just as problomatic for me right now as validators, but I have been messing around with them.
So to do this I would have my primary motion phase that has its (Outro - "blend at range") set to my target distance, 2 for example so it would then switch to its second motion phase at that distance, then just get the validator to check for the second motion phase?
Read the blizzard guide to movers slowly (I mean very carefully) and you can figure what you need.
There is something about positive and negative values for the outro one being distance from caster the other being distance to target.
Otherwise correct. There is some obsolete validator for the seeker missile phase 4 which was used by the actor for some purpose that was removed.
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
Yeah I actually did check out the Blizzard missile mover guide for a while, maybe too much skimming. From what I read it seems a throw is the driver I want, but any time I set it to throw it invariabley shoots straight down.. Putting values in throw vector at least makes it fire in a direction reactive to my unit's facing, but no matter the numbers it seems to fire at the same weird angle like 135 counter clockwise of my unit.
Basically I want the projectile to just fire straight forward at the target point and continue on until it reaches a certian distance. Have that sort of working with arrival test set to never, guidance driver, and using fade out time to estimate distance.
Would throw be the best driver for this? Do you know what I need to do to get it "throwing" at the target point and not directly south all the time?
There are two fields for throw mover vectors, one is local the other is relative to the global map grid.
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