I am trying to make a missile that travels infinitely in the target direction but am running into some issues.
Using a large offset on the persistent that launches the missile bugs out when the offset point is outside of the map boundary. The persistent creates the offset at the point on the edge closest to the source unit, generally not in the target direction.
I tried using a throw mover with a Never arrival test but the missile stops moving after reaching the target point and wanders around. Also any search persistent I add to the missile expires at that point.
I have found a work around by using a initial offset of 10 and recasting the persistent -> launch chain at the destination whenever the missile expires. Since I'm using a protoss energy model it works pretty smoothly. There were some issues managing the recast offset angles/targets but I've managed to overcome them!
Of course now the missile will never die but that should be an easy fix.
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I am trying to make a missile that travels infinitely in the target direction but am running into some issues.
Using a large offset on the persistent that launches the missile bugs out when the offset point is outside of the map boundary. The persistent creates the offset at the point on the edge closest to the source unit, generally not in the target direction.
I tried using a throw mover with a Never arrival test but the missile stops moving after reaching the target point and wanders around. Also any search persistent I add to the missile expires at that point.
Does anyone have any insights?
make there be more map beyond the player camera's reach?
The timeout of the mover also limits the distance travelled. Make it the throw driver with no or a very long timeout between phases.
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
I have found a work around by using a initial offset of 10 and recasting the persistent -> launch chain at the destination whenever the missile expires. Since I'm using a protoss energy model it works pretty smoothly. There were some issues managing the recast offset angles/targets but I've managed to overcome them!
Of course now the missile will never die but that should be an easy fix.