I got the missile and tracking system to work fine. The only problem i'm encountering is the damage, effect, and explosion. In his map, all three types of missiles can damage units when the bullet hits the unit, the ground, or when it explodes after reaching its maxdistance.
In my map it does not happen... Is there something I'm missing here? Do I need to change the actors and models of the missile so that it explodes when it touch a unit or something? Help me out here pls cuz I'm still clueless regarding the data editor.
From what I see, you removed the traceline from the loop inside "fire". This means the bullet is *never* checking for collisions of any kind (well, except for 'out of range').
SC2 doesn't allow time intervals below 0.0625, unless you use 0.0 (which is 0.0312). If you do, it rounds up. If I could use a smaller interval, I would.
Well sadly I have to say that is the major downturn of ur system.
If you use 0.0625 seconds and u are setting ur missile speed really fast, lets say 50p / second, then it will update ur pos by 3.125 every .0625 seconds, which means that your traceline won't be accurate. I tested a couple of times on units that have small radius and most of the time the bullet passes through the unit instead of exploding. This is because ur pos gets updated every 0.0625 seconds by 3.125 so unless the interval is lucky enough to get the distance between the bullet's point and the target's point to an accurate reading, it will unlikely be less than the target's radius... I tried setting it to 0 instead and it worked much more accurate, but still from far away it get's inaccurate... Any thoughts on how to fix this?
If the traceline is used correctly, you shouldn't have any problems with it missing things. It should be run multiple times every interval and interpolated blah blah blah. Are you using my traceline?
If the traceline is used correctly, you shouldn't have any problems with it missing things. It should be run multiple times every interval and interpolated blah blah blah. Are you using my traceline?
I'm not using your traceline because I didn't understand how it works. I didn't understand why it assigns a value to percent and I didn't get what the percent variable is for. Could you enlighten me on this part?
Also, you used the power of delta x + power of delta y + power of delta z is less than tRadius. Why did u include the height difference? Doesn't unit radius only account for the radius of a unit on the x,y plain?
percent is for at which point the traceline detects it's collided with a unit. It's based on the space in between the timers (0.0625). So like if you move 1.0 every update, and a unit is detected at 0.2 - it will return 20% so as to show that "Hey, this is where you collided".
I'm using spherical collision. The unit radius is what I used for the collision radius because I am teh lazy.
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Hi guys,
I did a remodel of Grogian's bullet system in his 3PShooter map: http://www.sc2mapster.com/maps/g-3pshooter/
I got the missile and tracking system to work fine. The only problem i'm encountering is the damage, effect, and explosion. In his map, all three types of missiles can damage units when the bullet hits the unit, the ground, or when it explodes after reaching its maxdistance.
In my map it does not happen... Is there something I'm missing here? Do I need to change the actors and models of the missile so that it explodes when it touch a unit or something? Help me out here pls cuz I'm still clueless regarding the data editor.
From what I see, you removed the traceline from the loop inside "fire". This means the bullet is *never* checking for collisions of any kind (well, except for 'out of range').
I got it to work now, thanks, but I'm not sure why the impact doesn't damage the units...
And out of curiosity, why did u set the timeinterval to 0.0625 ?
SC2 doesn't allow time intervals below 0.0625, unless you use 0.0 (which is 0.0312). If you do, it rounds up. If I could use a smaller interval, I would.
@Grogian: Go
I didn't now tha... lol, anyways I got the impact to work as well, forgot to include the damage effect data...
Well sadly I have to say that is the major downturn of ur system.
If you use 0.0625 seconds and u are setting ur missile speed really fast, lets say 50p / second, then it will update ur pos by 3.125 every .0625 seconds, which means that your traceline won't be accurate. I tested a couple of times on units that have small radius and most of the time the bullet passes through the unit instead of exploding. This is because ur pos gets updated every 0.0625 seconds by 3.125 so unless the interval is lucky enough to get the distance between the bullet's point and the target's point to an accurate reading, it will unlikely be less than the target's radius... I tried setting it to 0 instead and it worked much more accurate, but still from far away it get's inaccurate... Any thoughts on how to fix this?
If the traceline is used correctly, you shouldn't have any problems with it missing things. It should be run multiple times every interval and interpolated blah blah blah. Are you using my traceline?
I'm not using your traceline because I didn't understand how it works. I didn't understand why it assigns a value to percent and I didn't get what the percent variable is for. Could you enlighten me on this part?
Also, you used the power of delta x + power of delta y + power of delta z is less than tRadius. Why did u include the height difference? Doesn't unit radius only account for the radius of a unit on the x,y plain?
percent is for at which point the traceline detects it's collided with a unit. It's based on the space in between the timers (0.0625). So like if you move 1.0 every update, and a unit is detected at 0.2 - it will return 20% so as to show that "Hey, this is where you collided".
I'm using spherical collision. The unit radius is what I used for the collision radius because I am teh lazy.