I've been messing with missiles and missile movers. It's all going fine except for one issue that's arisen: When i'm creating a linear missile (with a point destination and a search area effect to detect for collision) the missile will occasionally go straight through a unit instead of colliding. This usually happens at a certain threshold of speed, with a persistent calling the search area every .01 seconds a missile moving at a max speed of 30 there will always be a "sweet distance" were the missile simply goes straight through instead of colliding with the unit.
If anyone has any idea on how to prevent this (or if I just say to hell with making missiles with the editor) i'd be much obliged.
I think the minimum period for persistent effects is 1/16=0.0625, all values below that are set to this value. The rest should be obvious: If the missile travels farther than the diameter of the search effect during a single period there will be areas the search doesn't reach.
If you really need an insanely fast missile I suggest you go the Colossus route: use periodic offsets to define the splash line and make the missile purely cosmetic. If your missile is only supposed to hit 1 target you can use validators and dummy buffs to prevent further searches from executing, or possibly a Destroy Persistent effect (which I don't know how to use). Keep in mind this only works for predefined trajectories, the "missile" can't home in on a target unit.
You should apply a buff to teh missile with a low period (can have very low, like 0.0001 or 0.00002 i think) and have it apply the search effect. Wht happens is the search effect doesnt happen too often and it always does not happen at the same distances (obviously).
Like I said, there is a hardcoded limit for period length. I'm not sure it's as big as 1/16 but it it a fundamental limit to missile speeds if you want proper collision detection.
Actually min period is 0.016 secs but each subsequent effect in the chain can be considered an equal amount added. So it really boils down to how insanely fast you want your missile/laser blast to move at.
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I've been messing with missiles and missile movers. It's all going fine except for one issue that's arisen: When i'm creating a linear missile (with a point destination and a search area effect to detect for collision) the missile will occasionally go straight through a unit instead of colliding. This usually happens at a certain threshold of speed, with a persistent calling the search area every .01 seconds a missile moving at a max speed of 30 there will always be a "sweet distance" were the missile simply goes straight through instead of colliding with the unit.
If anyone has any idea on how to prevent this (or if I just say to hell with making missiles with the editor) i'd be much obliged.
I think the minimum period for persistent effects is 1/16=0.0625, all values below that are set to this value. The rest should be obvious: If the missile travels farther than the diameter of the search effect during a single period there will be areas the search doesn't reach.
If you really need an insanely fast missile I suggest you go the Colossus route: use periodic offsets to define the splash line and make the missile purely cosmetic. If your missile is only supposed to hit 1 target you can use validators and dummy buffs to prevent further searches from executing, or possibly a Destroy Persistent effect (which I don't know how to use). Keep in mind this only works for predefined trajectories, the "missile" can't home in on a target unit.
@PhiSC2: Go
You should apply a buff to teh missile with a low period (can have very low, like 0.0001 or 0.00002 i think) and have it apply the search effect. Wht happens is the search effect doesnt happen too often and it always does not happen at the same distances (obviously).
Like I said, there is a hardcoded limit for period length. I'm not sure it's as big as 1/16 but it it a fundamental limit to missile speeds if you want proper collision detection.
Actually min period is 0.016 secs but each subsequent effect in the chain can be considered an equal amount added. So it really boils down to how insanely fast you want your missile/laser blast to move at.
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