Field PunisherGrenadesWeapon (Unnamed)
Movement: Timeout 30
this means that the projectile from a marauder will travel for 30seconds before it disappears. if you want it to travel a rediculas amount like across the entire map set this to like 1000 seconds, lol. If you have problems with it hitting the target just double click on the projectiles name and 'copy from:' and pick one. oh and this under movers information.
Depending on what you want to achieve, there are several ways. To use an actual missile you can use a persistent effect to generate the offset. I think making it execute at Caster/Source unit makes it use the local coordinate grid by default, if not there's a flag somewhere. Then launch the missile from the caster to the location of the persistent effect.
You could also use an uncommandable flying unit as a missile and a periodic Issue Order effect to make it move in a certain direction (you still need a persistent effect to generate a local offset)
And then there's the Blizzard cheaty way: Make a persistent effect with incrementing periodic offsets to "draw" the trajectory, running a search around each one to check for "collisions", and make the missile a purely graphical feature that travels along the offsets (this is how the colossus beam works, for example, as does the hellion attack and raynor's OP penetrator round)
Here is a tutorial explaining how to create missile effects like the ones you're describing. Basically you start with an initial persistent effect that uses as its period effect a launch effect that will travel until it reaches the periodic offset you give it. To detect collision, the missile has a persistent effect that constantly searches for enemies around it.
Hopefully this helps! I've used this tutorial and the types of missiles it creates for well over a year now.
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I've made a projectile ability, the problem it launches to a target point and stops.
How can I make it continuously travel regardless of where I target the ability. Until it expires or hits something.
I can figure out which fields to modify?
@Fullachain:
Field PunisherGrenadesWeapon (Unnamed)
Movement: Timeout 30
this means that the projectile from a marauder will travel for 30seconds before it disappears. if you want it to travel a rediculas amount like across the entire map set this to like 1000 seconds, lol. If you have problems with it hitting the target just double click on the projectiles name and 'copy from:' and pick one. oh and this under movers information.
It's not a standard attack or missile. It's an ability you target a point it sends a projectile towards that point.
I want to always carry on for say 10 distance, instead of stopping at the target location.
I'm guessing I need the target point to always be, target direction 10 distance, instead of where ability is targeted?
How can I do this?
Depending on what you want to achieve, there are several ways. To use an actual missile you can use a persistent effect to generate the offset. I think making it execute at Caster/Source unit makes it use the local coordinate grid by default, if not there's a flag somewhere. Then launch the missile from the caster to the location of the persistent effect.
You could also use an uncommandable flying unit as a missile and a periodic Issue Order effect to make it move in a certain direction (you still need a persistent effect to generate a local offset)
And then there's the Blizzard cheaty way: Make a persistent effect with incrementing periodic offsets to "draw" the trajectory, running a search around each one to check for "collisions", and make the missile a purely graphical feature that travels along the offsets (this is how the colossus beam works, for example, as does the hellion attack and raynor's OP penetrator round)
http://www.sc2mapster.com/forums/resources/tutorials/17154-data-colliding-projectiles/
Here is a tutorial explaining how to create missile effects like the ones you're describing. Basically you start with an initial persistent effect that uses as its period effect a launch effect that will travel until it reaches the periodic offset you give it. To detect collision, the missile has a persistent effect that constantly searches for enemies around it.
Hopefully this helps! I've used this tutorial and the types of missiles it creates for well over a year now.