How do i set a projectile (bullet unit) launch location to a weapon of a unit?
Eg: I want the marine to shoot bullet out of his gun at the targeted point after casting an ability. But now the bullet shoots from its leg..
What i did:
1. Ability (Effect - Target)
2. Ability's Effect - Effect: Launch Missile (Effect)
3. Launch Missle - Launch Location: Caster Unit, Impact Location: Target Point
I tried checking attack actor, i change the launch attachment to weapon/center, but it didn't help..
@JeffQ: Go
have you tried to looking at movers - Throw vector?
It's blatantly obvious it's right there. ^___^;
In all seriousness, person who organised the data editor need to be shot in the foot
However, this would only solve temporarily since you would have to repeat this process for every projectile the marine may have and not forgetting the fact you have to know the exact position of the launch location. A better solution is to create an action in actors for the missile projectile when the projectile is created. Have a look at marauder's missile (Action).
Solved it.. i agree with you that the person who organised the data editor should be shot XD Once again thanks for helping me!
Is under attack actor - Art - Missile: <Insert custom missile actor here>
Search in the effect's actor this field Field "Attachment - Launch Attachment Query +"
Here you can set the launch location, you can see the model attachment nodes in the Previewer
Oh and if you set something like "Weapon" as attachment point you can make the unit shot a projectile from multiple weapons (if the unit has more then 1)
Try with thor and you'll see what i mean (he has 8 weapon attachments lol)
Make a validator to check whether or not the behavior is already present.
No that will cause the problem. Since it won't replace the stun.
The buffs do not stack by default. They only stack if you set stack buffer in the behavior to -1 (or pretty much any number that is not 1; use -1 for infinite stacking).
So, can you fire a projectile from unit's gun(specific position) ?
Lets say that unit is jumping all the time, and shooting.
In Wc3, that was impossible. It was all right with default attach system, but with projectile system it wasnt.
Was I unclear or you got me ?
Tnx. It similar thread so I am rather posting it here.
So, can you fire a projectile from unit's gun(specific position) ?
Lets say that unit is jumping all the time, and shooting. In Wc3, that was impossible. It was all right with default attach system, but with projectile system it wasnt.
Was I unclear or you got me ?
Tnx. It similar thread so I am rather posting it here.
Well that's not what he wanted, he just wanted a attach point (defined by action) for non-projectile units (i.e. a marine) but using vectors (in movers) as I said in my post (#2) will create a new launch point.
EDIT: It also works for multiple launch points from one type of missile. You can have a look at phoenix's missile mover. And probably stalker.
Hi all, thanks for all the quick reply. As long as the attack actor has its missile actor set correctly, the impact attachment point will always be where it is set. So even if marine is jumping, or aiming up, it will shoot from the weapon.
For some reason, my buff apply to unit twice which i have no idea why.
I have
- Search effect (360 arc, 0.5 radius, 1 count maximum, apply buff)
- Behavior (Lasts for 2 sec, initial effect - deal 10 damage)
For some reason, it deals 20 damage... ._. Anyone experience this?
If it lasts 2 seconds and it does initial 10 damage, then isn't it meant to deal 20 damage? O:
EDIT: The behavior isn't a DoT, gotcha. Are you using set effects like a good boy? Search (EFFECT) - Set (EFFECT) - [Initial damage (EFFECT) and apply buff effect (EFFECT)]
So firing point (projectile starting point) is modifiable. That counts for projectile end point also ?
Lets go with example.
If unit is on a cliff. That unit jumps, and fires at some unit that is for 1 level(cliff level) lower. Fires left of unit(I forgot to mention, cursor for aiming).
Will projectile fly trough the path from point A to point B ? Where point A is unit's weapon and point B is clicked point
Yap, as long as the attachment point is correct from launch to impact (if it is target point, don't bother about the impact attachment as it will always hit the ground of where it is targeted), it will always hit where it is suppose to hit.
Hey, searched for it but couldn't find a specific answer, but this seems like the place to ask.
I want to use the Launch Missile effect with an ability - effect instant. Meaning I don't want to have to target anything, but still launch a missile.
I'd like the missile to be launched in the direction the unit is facing. Problem is that it seems Launch Missile requires a target impact location, and no matter what I set this to it seems to be on the unit itself, meaning the missile instantly dies when fired.
Is there any way to set the impact location offset from the unit somehow so the missile doesn't just blow up right away?
Any insight into this would be much appreciated. :)
Change the launch missile target - impact offset to 0,-x. X is how far you want, if you want 5, then -5. I think this should work, but i haven't try it out though.
Set the Target Location to caster point, launch location caster unit.
Hey Jeff, thx for the reply. It didn't work though, the impact location still appears ontop of the caster unit, not offset. Hence, the missile explodes right away. :(
How do i set a projectile (bullet unit) launch location to a weapon of a unit?
Eg: I want the marine to shoot bullet out of his gun at the targeted point after casting an ability. But now the bullet shoots from its leg..
What i did:
1. Ability (Effect - Target)
2. Ability's Effect - Effect: Launch Missile (Effect)
3. Launch Missle - Launch Location: Caster Unit, Impact Location: Target Point
I tried checking attack actor, i change the launch attachment to weapon/center, but it didn't help..
@JeffQ: Go have you tried to looking at movers - Throw vector?
It's blatantly obvious it's right there. ^___^;
In all seriousness, person who organised the data editor need to be shot in the foot
However, this would only solve temporarily since you would have to repeat this process for every projectile the marine may have and not forgetting the fact you have to know the exact position of the launch location. A better solution is to create an action in actors for the missile projectile when the projectile is created. Have a look at marauder's missile (Action).
Solved it.. i agree with you that the person who organised the data editor should be shot XD Once again thanks for helping me!
Is under attack actor - Art - Missile: <Insert custom missile actor here>
Search in the effect's actor this field Field "Attachment - Launch Attachment Query +"
Here you can set the launch location, you can see the model attachment nodes in the Previewer
Oh and if you set something like "Weapon" as attachment point you can make the unit shot a projectile from multiple weapons (if the unit has more then 1)
Try with thor and you'll see what i mean (he has 8 weapon attachments lol)
Cool, i will try it out. By the way, any one know how to let behavior not stack? Eg: if i am already stun, the next stun will replace the 1st stun.
@JeffQ: Go
Make a validator to check whether or not the behavior is already present.
^
No that will cause the problem. Since it won't replace the stun.
The buffs do not stack by default. They only stack if you set stack buffer in the behavior to -1 (or pretty much any number that is not 1; use -1 for infinite stacking).
Maybe I misunderstood what he was asking, I thought he meant how to make it so the stun won't be refreshed if it's already present.
If you want it to refresh but not stack then it's as simple as setting the stack limit in to 1.
So, can you fire a projectile from unit's gun(specific position) ?
Lets say that unit is jumping all the time, and shooting. In Wc3, that was impossible. It was all right with default attach system, but with projectile system it wasnt.
Was I unclear or you got me ?
Tnx. It similar thread so I am rather posting it here.
Well that's not what he wanted, he just wanted a attach point (defined by action) for non-projectile units (i.e. a marine) but using vectors (in movers) as I said in my post (#2) will create a new launch point.
EDIT: It also works for multiple launch points from one type of missile. You can have a look at phoenix's missile mover. And probably stalker.
Hi all, thanks for all the quick reply. As long as the attack actor has its missile actor set correctly, the impact attachment point will always be where it is set. So even if marine is jumping, or aiming up, it will shoot from the weapon.
For some reason, my buff apply to unit twice which i have no idea why.
I have
- Search effect (360 arc, 0.5 radius, 1 count maximum, apply buff)
- Behavior (Lasts for 2 sec, initial effect - deal 10 damage)
For some reason, it deals 20 damage... ._. Anyone experience this?
@JeffQ: Go
If it lasts 2 seconds and it does initial 10 damage, then isn't it meant to deal 20 damage? O:
EDIT: The behavior isn't a DoT, gotcha. Are you using set effects like a good boy? Search (EFFECT) - Set (EFFECT) - [Initial damage (EFFECT) and apply buff effect (EFFECT)]
EDIT: Solved, accidentally turn on AOE effect for damage ._.
So firing point (projectile starting point) is modifiable. That counts for projectile end point also ?
Lets go with example.
If unit is on a cliff. That unit jumps, and fires at some unit that is for 1 level(cliff level) lower. Fires left of unit(I forgot to mention, cursor for aiming). Will projectile fly trough the path from point A to point B ? Where point A is unit's weapon and point B is clicked point
Tnx.
Yap, as long as the attachment point is correct from launch to impact (if it is target point, don't bother about the impact attachment as it will always hit the ground of where it is targeted), it will always hit where it is suppose to hit.
Hey, searched for it but couldn't find a specific answer, but this seems like the place to ask.
I want to use the Launch Missile effect with an ability - effect instant. Meaning I don't want to have to target anything, but still launch a missile.
I'd like the missile to be launched in the direction the unit is facing. Problem is that it seems Launch Missile requires a target impact location, and no matter what I set this to it seems to be on the unit itself, meaning the missile instantly dies when fired.
Is there any way to set the impact location offset from the unit somehow so the missile doesn't just blow up right away?
Any insight into this would be much appreciated. :)
Change the launch missile target - impact offset to 0,-x. X is how far you want, if you want 5, then -5. I think this should work, but i haven't try it out though.
Set the Target Location to caster point, launch location caster unit.
@JeffQ: Go
Hey Jeff, thx for the reply. It didn't work though, the impact location still appears ontop of the caster unit, not offset. Hence, the missile explodes right away. :(
I gave it a try and no luck too... The easiest way for now is to trigger it:
Unit - Any Unit uses Ability at Effect3 - Cast stage (Ignore shared abilities)
Environment - Create Effect at Point from (Triggering unit)