I've been following several tutorials on this site successfully - boy this stuff has changed since W3. I can create a Yamato cannon like ability without a cooldown; give it to a Marine and have the guy shoot like crazy - good fun! The Missile will also hit multiple targets in a line, on the way to it's destination.
The next thing I want to do, which I can't figure out, is to have the missile continue past it's target point. Currently, if a user clicks at the Marine's feet with the Yamato ability, that's where the missile will go and explode - right in the Marine's face. I want it to take that general direction and keep flying for 5 seconds (or w/e).
I know of one alternative but reluctant to use it as the data editor is far superior. I could use a trigger to create a unit (that looks like a missile), give it an expiry timer and tell it to move to some far off point.
follow OneTwoSC's flamewave tutorial and pay close attention to the part where he makes a create persistent effect because i believe the create persistent will do what you want.
sorry that this is all i have to offer right now, 4 and a half hours of chem homework fried my brain :P
Thanks for that! I copied Raynor's Railgun Snipe ability. I just need to tweak it up a little and I'm set.
Thinking of which... I should probably replay the campaign...
Thanks DrSuperEvil. I'll definitely try that because I'm having issues with creating a missile that moves from the unit to the target using Raynor's snipe ability. I can copy flame wave just fine (from the video above) but I'm not getting the theory behind producing a missile.
What I'm thinking of now is:
- Remove the flame model to make the ability invisible.
- Create a new missile and event and attach it to the ability.
This way, the user can see a missile fly and impact but it's Raynor's invisible snipe that does all the work.
Sorry DrSuperEvil, I can't figure it out. No matter what I do, the missile always impacts on the location of the mouse click - no matter how close or how far. Whereas I want the missile to continue until it hits an object or times out.
P.S. I guess the only way to do it is to spawn units (which look like missiles) and make them move in the direction of the source unit's facing direction (or w/e).
Hey I missed this thread; good to see my video linked, but it isn't truly what sunblazer00 needed... infact I think you should completely scrap w/e my tutorial did haha.
I think the basic chain you need here is an ability that launches a missile where in turn that missile (unit) has a behavior on it that periodically searches around itself and deals damage if it found any nearby units. Then you will also need the missile to travel past the target point, which I believe is related to its mover, along what DrsuperEvil said 2 posts ago. I'm no mover expert so I can't comment on that.
So perhaps start with the yamato cannon ability again, except make a behavior that does a periodic search effect (forever) for enemies within a small radius, and that search effect applies a damage effect. Give this behavior to the yamato cannon missile unit. At this point it'll be damaging as it travels, but it won't be travelling forever, so you'll have to figure out the mover part to do that. Let me see if I can get Prozaic to post here.
It seems to me like it might be helpful to use the trigger editor for the desired effect, honestly. If your plans are to make a unit that 'appears' to be a missile, could simply have it keep getting moved via triggers and a cos and sin function usage of sorts. It isn't gonna look too grand if your unit moves with any kind of speed though.
Thanks guys, here are my results with the mover editor:
Driver -> Throw
(it works for what I want to do but the missile always travels down south of the map no matter where I click or where the unit is facing)
Tracking -> Linear
Arrival Test type -> Never.
Timeout -> 10s
I guess I'll have another go with the mover like OneTwoSC said, There must be some way to make 'Driver:throw' work properly...
Thanks guys, here are my results with the mover editor:
Driver -> Throw (it works for what I want to do but the missile always travels down south of the map no matter where I click or where the unit is facing)
Tracking -> Linear
Arrival Test type -> Never.
Timeout -> 10s
I guess I'll have another go with the mover like OneTwoSC said, There must be some way to make 'Driver:throw' work properly...
Are you using a persistent for offset? If so, using an initial offset will use global coordinates, while a periodic offset will correctly reference the unit's facing direction.
With throw driver there are two fields that determine the vector of the throw. One is realative to the unit and the other is relative to the global map grid.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
If the driver is throw, the impact check is set to never and thats the only movement phase, this should not happen. Are you actually using the changed mover?
My ability has a missile unit which links to the missile's mover. The mover only has 1 phase and the impact check is set to never.
It may have something to do with the effects?
There is a field called 'Target: Impact Location' and that is always set to 'Target Unit/Point' If I set it to 'unknown' the ability just doesn't fire at all... if only it was that simple.
P.S. I've attached my testing map if anyone wants to open it and give it a go. Start the map and select your Marine. The 'Pistol Ability' is the one you are looking for.
Hi Guys,
I've been following several tutorials on this site successfully - boy this stuff has changed since W3. I can create a Yamato cannon like ability without a cooldown; give it to a Marine and have the guy shoot like crazy - good fun! The Missile will also hit multiple targets in a line, on the way to it's destination.
The next thing I want to do, which I can't figure out, is to have the missile continue past it's target point. Currently, if a user clicks at the Marine's feet with the Yamato ability, that's where the missile will go and explode - right in the Marine's face. I want it to take that general direction and keep flying for 5 seconds (or w/e).
I know of one alternative but reluctant to use it as the data editor is far superior. I could use a trigger to create a unit (that looks like a missile), give it an expiry timer and tell it to move to some far off point.
Your ideas would be much appreciated. -Sun
follow OneTwoSC's flamewave tutorial and pay close attention to the part where he makes a create persistent effect because i believe the create persistent will do what you want. sorry that this is all i have to offer right now, 4 and a half hours of chem homework fried my brain :P
@KingRadical: Go
Wooohooo!!!
Thanks for that! I copied Raynor's Railgun Snipe ability. I just need to tweak it up a little and I'm set. Thinking of which... I should probably replay the campaign...
An alternative is you change the mover of the missile so it has a different driver/arrival test type.
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
Thanks DrSuperEvil. I'll definitely try that because I'm having issues with creating a missile that moves from the unit to the target using Raynor's snipe ability. I can copy flame wave just fine (from the video above) but I'm not getting the theory behind producing a missile.
What I'm thinking of now is: - Remove the flame model to make the ability invisible. - Create a new missile and event and attach it to the ability.
This way, the user can see a missile fly and impact but it's Raynor's invisible snipe that does all the work.
Or just alter the model of the Missile type actor used which links to the Ammo unit from the Units data type used by the Launch Missile effect.
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
Sorry DrSuperEvil, I can't figure it out. No matter what I do, the missile always impacts on the location of the mouse click - no matter how close or how far. Whereas I want the missile to continue until it hits an object or times out.
P.S. I guess the only way to do it is to spawn units (which look like missiles) and make them move in the direction of the source unit's facing direction (or w/e).
Hey I missed this thread; good to see my video linked, but it isn't truly what sunblazer00 needed... infact I think you should completely scrap w/e my tutorial did haha.
I think the basic chain you need here is an ability that launches a missile where in turn that missile (unit) has a behavior on it that periodically searches around itself and deals damage if it found any nearby units. Then you will also need the missile to travel past the target point, which I believe is related to its mover, along what DrsuperEvil said 2 posts ago. I'm no mover expert so I can't comment on that.
So perhaps start with the yamato cannon ability again, except make a behavior that does a periodic search effect (forever) for enemies within a small radius, and that search effect applies a damage effect. Give this behavior to the yamato cannon missile unit. At this point it'll be damaging as it travels, but it won't be travelling forever, so you'll have to figure out the mover part to do that. Let me see if I can get Prozaic to post here.
@sunblazer00: Go
It seems to me like it might be helpful to use the trigger editor for the desired effect, honestly. If your plans are to make a unit that 'appears' to be a missile, could simply have it keep getting moved via triggers and a cos and sin function usage of sorts. It isn't gonna look too grand if your unit moves with any kind of speed though.
Thanks guys, here are my results with the mover editor:
Driver -> Throw (it works for what I want to do but the missile always travels down south of the map no matter where I click or where the unit is facing)
Tracking -> Linear
Arrival Test type -> Never.
Timeout -> 10s
I guess I'll have another go with the mover like OneTwoSC said, There must be some way to make 'Driver:throw' work properly...
Are you using a persistent for offset? If so, using an initial offset will use global coordinates, while a periodic offset will correctly reference the unit's facing direction.
@Khalanil1:
I used this tutorial http://www.sc2mapster.com/forums/resources/tutorials/17154-data-colliding-projectiles/#posts for some of the skills I used on my Moonlords map.
With throw driver there are two fields that determine the vector of the throw. One is realative to the unit and 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
So I got the 'throw' driver working thanks to DrSuperEvil's suggestion. Mover:: Throw Forward: 0,-1,0 Throw Vector: 0,-1,0
In this way, the 'thrown' missile acts like the Yamato missile, but..... The missile still explodes on the mouse click location.
If the driver is throw, the impact check is set to never and thats the only movement phase, this should not happen. Are you actually using the changed mover?
@Kueken531: Go
My ability has a missile unit which links to the missile's mover. The mover only has 1 phase and the impact check is set to never.
It may have something to do with the effects? There is a field called 'Target: Impact Location' and that is always set to 'Target Unit/Point' If I set it to 'unknown' the ability just doesn't fire at all... if only it was that simple.
P.S. I've attached my testing map if anyone wants to open it and give it a go. Start the map and select your Marine. The 'Pistol Ability' is the one you are looking for.
You guys! you're all playing Amalur, that's ok, I get it... it's a really cool game :P.
I'll let you know if I implement this using units & triggers in a couple of weeks time.
SOLVED
For anyone that's wondering how to do it, you can follow the tutorial here:
Yes, the formatting is horrible, just copy paste into notepad and try to go through it. There's also a map you can download and test for yourself.