I'm guessing you are making a trigger fire the "shots" right?... To make the shots not collide with walls and units, make the shot "unit" flying, this will cause it to fly through units and up walls. If you want to invest a little more time, turn on "ignore terrain height" in flags, with this you'll need to set the height of the unit when spawned though, else it will be under the floor.
FOr the missing shots, i usually either make a region surrounding the shooting unit and a trigger that says
Event: Unit leaves region [Attack Range Region]
Condition: Triggering unit = [Shot type unit]
Action: Remove triggering unit
Or I simply add a wait say 1 second in the trigger that fires the shot and then remove the unit
Unfortunately, I've done all of the above (not the Region part) and it fails to work. I think it's because it's ordered to move straight to the end of the map that makes it go all abnormal, but I hadn't found a fix to it yet..
If the collide thing is still a problem, make sure you change the correct thing to flying, I believe there are 3 different places you can change, I don't have the editor right here, but make sure they're all set to air/fly :)
If it doesn't work, upload your map and I'll fix it for you once i wake up tomorrow ^^
The collide thing is no longer a problem, but the missile moving out of place when it is ordered to move past the end of the map is!
You know how you order the missile to move with Polar Offset?
Sometimes when it is ordered to the end or outside the map, it curves away, looking for the furthest distance possible from the end of the map.
Whenever my unit "missile" comes near walls or units, it tends to avoid them. How can I fix this issue?
Oh, and how can I remove the excess missiles that miss?
I'm guessing you are making a trigger fire the "shots" right?... To make the shots not collide with walls and units, make the shot "unit" flying, this will cause it to fly through units and up walls. If you want to invest a little more time, turn on "ignore terrain height" in flags, with this you'll need to set the height of the unit when spawned though, else it will be under the floor.
FOr the missing shots, i usually either make a region surrounding the shooting unit and a trigger that says
Event: Unit leaves region [Attack Range Region] Condition: Triggering unit = [Shot type unit] Action: Remove triggering unit
Or I simply add a wait say 1 second in the trigger that fires the shot and then remove the unit
@MaMasToast: Go
Thanks for your reply.
Unfortunately, I've done all of the above (not the Region part) and it fails to work. I think it's because it's ordered to move straight to the end of the map that makes it go all abnormal, but I hadn't found a fix to it yet..
I like the Region idea, it works perfectly! :)
@Nothing5: Go
If the collide thing is still a problem, make sure you change the correct thing to flying, I believe there are 3 different places you can change, I don't have the editor right here, but make sure they're all set to air/fly :)
If it doesn't work, upload your map and I'll fix it for you once i wake up tomorrow ^^
@MaMasToast: Go
The collide thing is no longer a problem, but the missile moving out of place when it is ordered to move past the end of the map is!
You know how you order the missile to move with Polar Offset? Sometimes when it is ordered to the end or outside the map, it curves away, looking for the furthest distance possible from the end of the map.
yea this is fairly easily fixed... I'll try to explain it without having the editor infront of me..
You want a command that says: Order [Last created unit] to [Move] to [Position of [Firing Unit]] Offset by [20] towards [[Firing Unit] facing angle]
@MaMasToast: Go
Hmmm.... did that but it still fails to work. D:
what exactly happens ?
@MaMasToast: Go
Well, it starts out from my unit, but it shoots to a different angle than what my unit is facing!
@Nothing5: Go
make sure you have your shooting unit as a global variable, also please post a screenshot of your trigger :)
Here it is.
You will prob want to have an action that makes your shooting unit face yaw of camera as the very first trigger