This is a video demoing a spell reflection mechanic I came up with for my upcoming map. It works with any projectile. Projectiles in this demo are capable of bouncing off or colliding with other projectiles, but I have disabled that for this video.
I can easily enable cliff detection as well, but it's not good for the gameplay of this particular map (most players assume spells can go over cliffs, and running back to base to get a vantage point over incoming enemies, only to find your spells collide with the wall, could be really frustrating).
I am Sorry this is neither really a comment or feedback, its more of a question.
Would you mind sharing how you got the missiles to retarget?
I am working on a similar effect and i can only get the missiles to target their original target.
I'm unfamiliar with how this kind of stuff is set up.
Are you able to selectively enable cliff detection, so they're only impacting cliffs that they wouldn't try to attack enemies over anyway? (Ie: 2nd tier cliffs / outer bounding walls).
I did not find any way to modify a missile while flying, besides changing speed and destroying it. Obviously, you could use triggers and order projectile units without missile movers.
I dislike, that you actually trigger an impact for a direction change, maybe just try to kill the missile instead?
This is a video demoing a spell reflection mechanic I came up with for my upcoming map. It works with any projectile. Projectiles in this demo are capable of bouncing off or colliding with other projectiles, but I have disabled that for this video.
Please leave feedback or suggestions.
@Vexal: Go
That looks cool, except for how they go sliding up walls and over cliffs when they bounce.
Get cliff detection in there and it'll be absolutely amazing :)
@Chiquihuite: Go
Thanks.
I can easily enable cliff detection as well, but it's not good for the gameplay of this particular map (most players assume spells can go over cliffs, and running back to base to get a vantage point over incoming enemies, only to find your spells collide with the wall, could be really frustrating).
I am Sorry this is neither really a comment or feedback, its more of a question. Would you mind sharing how you got the missiles to retarget? I am working on a similar effect and i can only get the missiles to target their original target.
@vailreth: Go
The missiles don't have a set target. They fly until they collide with an enemy, or until they pass their distance limit.
The reflection works by launching a new missile in the direction the reflected missile should travel.
@Vexal: Go
I'm unfamiliar with how this kind of stuff is set up.
Are you able to selectively enable cliff detection, so they're only impacting cliffs that they wouldn't try to attack enemies over anyway? (Ie: 2nd tier cliffs / outer bounding walls).
I dunno, I guess it just feels really ghetto >_>
@Chiquihuite: Go
I'd just put a cliff height validator in the behavior I use to check collision.
impact effect launches another missile.
someone finally figured out how movers work, huzzah.
@Mephs: Go
What are you trying to say? Could you rephrase your statement?
He's Mephs man. He's just sayin.
Does anyone know how to accomplish this without launching a new missile upon impact?
I did not find any way to modify a missile while flying, besides changing speed and destroying it. Obviously, you could use triggers and order projectile units without missile movers.
I dislike, that you actually trigger an impact for a direction change, maybe just try to kill the missile instead?
@Kueken531: Go
Really? I actually liked that part - it's good feedback for the "bounce". I guess you could use a different effect to emphasize the "bounce" though.