(for those who dont want to look at that, it launches a missile that runs target checks and suicides when it either reaches its max range or collides with another unit)
And it worked fine, made several other abilities with the same base with different attributes. But one thing is killing it, and that is the ability to fire multiple projectiles with one cast. I looked through channels, but the nature of the projectile ability craps on the Persistent effect method. I tried using several launch actors, but I still can't find a way to delay the launch for, say, 0.5 seconds so that they all fire in succession instead of all at once. Any ideas?
-in short, how would one modify the linked ability to launch more than one projectile, each one being slightly delayed so that they fire in succession?
But the way the projectile ability works makes the persistent channel flat out not work, so i either need a way to channel a projectile or a new method for creating a projectile ability.
I am not sure, if I did understand the problem exactly?
If you add a delay and the channeled flag for the initial persistent only, it should be just what you need, no?
oh wow, after looking over your tutorial several times, remaking this stupid ability a few times, and scanning this site for alternative channel methods, i overlooked the fact that there were -two- persistent effects -.-
So I used this tutorial for making the fireball projectile: http://www.sc2mapster.com/forums/resources/tutorials/17154-data-colliding-projectiles-correct-kill-credit-hit/
(for those who dont want to look at that, it launches a missile that runs target checks and suicides when it either reaches its max range or collides with another unit)
And it worked fine, made several other abilities with the same base with different attributes. But one thing is killing it, and that is the ability to fire multiple projectiles with one cast. I looked through channels, but the nature of the projectile ability craps on the Persistent effect method. I tried using several launch actors, but I still can't find a way to delay the launch for, say, 0.5 seconds so that they all fire in succession instead of all at once. Any ideas?
-in short, how would one modify the linked ability to launch more than one projectile, each one being slightly delayed so that they fire in succession?
Persistent effect is what you need!
But the way the projectile ability works makes the persistent channel flat out not work, so i either need a way to channel a projectile or a new method for creating a projectile ability.
I am not sure, if I did understand the problem exactly?
If you add a delay and the channeled flag for the initial persistent only, it should be just what you need, no?
oh wow, after looking over your tutorial several times, remaking this stupid ability a few times, and scanning this site for alternative channel methods, i overlooked the fact that there were -two- persistent effects -.-
anyway thanks for the click.