but i really wanted to make the snipers shoot projectiles instead of A-Click on unit to kill..
i wanted something like 1 laser of the stalkers going straght red colour for red team and blue for blue team..
but i suck with data i was wondering if someone here wanted to join this just to add the lazersssssssss i think the game would be a lot funnier with dodgeable projectiles
the problem you might run into is that projectiles are auto lock on target everytime they fire and sence they dont have a durration for flight time no matter where you move/dodge to they will swing back around and get ya, lol. how i know this is i modified a carriers interceptors to move at a speed of about 100, VERY FAST. didnt change anything on missle turrets and they still landed to hit interceptors... at best you can have an ability that shots something that looks like a projectile but not the actual thing.
i've been going around the Fireball tutorial and Straightshot thingy but i really suck at data i managed to make a missile go straight and all but i dont even know how to make it stop after hitting first unit and also to make it hit cliffs and stuff.. im really having hard time maybe ill just quit trying xD
just wanted a laser like missile that goes straight in the direction i want and kill 1 unit and also hit cliffs/doddads dunno if theres a way with triggers and stuff i really need help
There is a way with triggers!
I think the best way is to combine data/trigger editor, but the pure trigger way:
Create a loop (every 0 seconds) that moves your projectile unit a velocity x and velocity y. You can store these in globals or unit custom data.
Basically you could have a dummy ability that triggers a trigger to create a projectile infront of the unit and gives it an appropriate x and y velocity.
(Vx = Speed*Cos(angle), Vy = Speed*Sin(angle), you know basic trig) Speed is just the constant speed you want them to travel.
Just have the loop move the unit to Point(X + vx, Y + vy); Then you need the loop to check if any units are within range! and have a collision action.
Make sure you set the flags for the projectile unit to ignore collision height, and then have the loop check the height of the projectile to make sure it isn't < 0 (or less than that point's world height, i forget which one works for this situation) or else that means it's inside the terrain.
Hey i kinda got back to fix my map http://www.sc2mapster.com/maps/sniperz-promod/
but i really wanted to make the snipers shoot projectiles instead of A-Click on unit to kill..
i wanted something like 1 laser of the stalkers going straght red colour for red team and blue for blue team..
but i suck with data i was wondering if someone here wanted to join this just to add the lazersssssssss i think the game would be a lot funnier with dodgeable projectiles
@GizmoPT:
the problem you might run into is that projectiles are auto lock on target everytime they fire and sence they dont have a durration for flight time no matter where you move/dodge to they will swing back around and get ya, lol. how i know this is i modified a carriers interceptors to move at a speed of about 100, VERY FAST. didnt change anything on missle turrets and they still landed to hit interceptors... at best you can have an ability that shots something that looks like a projectile but not the actual thing.
i've been going around the Fireball tutorial and Straightshot thingy but i really suck at data i managed to make a missile go straight and all but i dont even know how to make it stop after hitting first unit and also to make it hit cliffs and stuff.. im really having hard time maybe ill just quit trying xD
just wanted a laser like missile that goes straight in the direction i want and kill 1 unit and also hit cliffs/doddads dunno if theres a way with triggers and stuff i really need help
There is a way with triggers!
I think the best way is to combine data/trigger editor, but the pure trigger way:
Create a loop (every 0 seconds) that moves your projectile unit a velocity x and velocity y. You can store these in globals or unit custom data.
Basically you could have a dummy ability that triggers a trigger to create a projectile infront of the unit and gives it an appropriate x and y velocity.
(Vx = Speed*Cos(angle), Vy = Speed*Sin(angle), you know basic trig) Speed is just the constant speed you want them to travel.
Just have the loop move the unit to Point(X + vx, Y + vy); Then you need the loop to check if any units are within range! and have a collision action.
Make sure you set the flags for the projectile unit to ignore collision height, and then have the loop check the height of the projectile to make sure it isn't < 0 (or less than that point's world height, i forget which one works for this situation) or else that means it's inside the terrain.
Lost Viking minigame has good examples of coillision (data -> behaviour), whenever you touch enemy unit, you lose health, simple.
There's more nefarious purposes for coillision... Check cliff level + bounce if hit = combine ball... imminent!