Ahli is "complaining" about that for weeks now, I don't know if he has figured out a workaround for this, you should probably contact him in the IRC or wait until he responds here.
I've noticed that if projectiles move too quickly they won't detect nearby units when passing near/through them. Try slowing them down a bit to see if that fixes things. In fact, slow them down a LOT and progressively increase the speed until they start missing again.
i mean basic missiles like the marauder attack or viking missiles, etc.
it seems like if the missile is mid flight and then the target is moved by this trigger, the missile is disjointed and does no damage. it simply strikes the fallback point.
I've noticed that if projectiles move too quickly they won't detect nearby units when passing near/through them. Try slowing them down a bit to see if that fixes things. In fact, slow them down a LOT and progressively increase the speed until they start missing again.
We are talking about REAL missiles here like a marauder missile. Moving via trigger now behaves like teleport effect making the projectiles explode on the unit's last point instead of onto the unit.
This new behavior greatly messed up a physics system with spells.
I tried to launch the units, but it looks horrible... there is nothing that can be compared to move + blend.
Force effects make the unit move and for some reason it completely fails to work, if the attacked unit, a broodling, attacks another unit. Adding a behavior disabling multiple things did not fix it.
I tried to retarget the missiles via data effect executed in a trigger, but you can't receive the target unit from the missile.
The only thing that would work properly would be a retargetting via a persistent inbuilt into each missile that constantly retargets the missile. But that's a big overkill.
> Blizzard needs to add an option to bypass missile dodging.
Oooooh. Okay. All so clear now. This probably belongs in the Data forum though. I can't think of a good trigger solution besides creating a damage effect on the target unit after a time delay, guaranteeing the damage (though not fixing the problem of missiles disappearing.) Or make all projectiles units that continuously seek their targets, designated upon creation, and detonate on impact.
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i've noticed a pretty game breaking bug in my mod. units take no damage from projectile effects if they are moved.
looking for alternatives, ideas?
Ahli is "complaining" about that for weeks now, I don't know if he has figured out a workaround for this, you should probably contact him in the IRC or wait until he responds here.
I've noticed that if projectiles move too quickly they won't detect nearby units when passing near/through them. Try slowing them down a bit to see if that fixes things. In fact, slow them down a LOT and progressively increase the speed until they start missing again.
@BasharTeg: Go
?
i mean basic missiles like the marauder attack or viking missiles, etc. it seems like if the missile is mid flight and then the target is moved by this trigger, the missile is disjointed and does no damage. it simply strikes the fallback point.
We are talking about REAL missiles here like a marauder missile. Moving via trigger now behaves like teleport effect making the projectiles explode on the unit's last point instead of onto the unit.
This new behavior greatly messed up a physics system with spells.
I tried to launch the units, but it looks horrible... there is nothing that can be compared to move + blend.
Force effects make the unit move and for some reason it completely fails to work, if the attacked unit, a broodling, attacks another unit. Adding a behavior disabling multiple things did not fix it.
I tried to retarget the missiles via data effect executed in a trigger, but you can't receive the target unit from the missile.
The only thing that would work properly would be a retargetting via a persistent inbuilt into each missile that constantly retargets the missile. But that's a big overkill.
> Blizzard needs to add an option to bypass missile dodging.
@Ahli634: Go
Oooooh. Okay. All so clear now. This probably belongs in the Data forum though. I can't think of a good trigger solution besides creating a damage effect on the target unit after a time delay, guaranteeing the damage (though not fixing the problem of missiles disappearing.) Or make all projectiles units that continuously seek their targets, designated upon creation, and detonate on impact.