How do you detect if a missile or persistent runs up a cliff that is greater than the caster's cliff point? I can't figure this out. I feel like my validater is stupid or something.
I'm going to position invisible units inside cliffs and doodads to stop projectiles from passing through. This should have an effect similar to a pathing validator, but I get to choose which cliffs and doodads will stop a projectile.
The missile's target point is the offset point you specified for the initial persistent. If you want to extend the range, choose a bigger offset. If you want it to travel indefinitely, change the used mover's target checking to never.
I'm still having trouble with this. I would like for the Fireball to travel indefinitely until it "hits" a unit. I changed Arrival Test Type for the PunisherGrendadesWeapon mover to Never. Now when I fire the ability, the Fireballs travel the normal distance, STOP, and then spin rapidly in the air until the mover times out.
Change the Driver from Guidance to Ballistic or Throw (for throw, you also need to specify a Throw Vector, for a straight forward throw you can use (0,-1,0))
Not sure where I went wrong with this, I have double checked a few times looking if I missed anything.
So I did the fireball, it works fine, impacts and everything, but once it impacts instead of triggering the Destroy Persistent and going away, it keeps traveling until max range and triggers suicide.
Did you include Suicide for your impact set effect or as final effect for your persistent? Just make sure, the missile gets destroyed together with the persistent.
In the Fireball Launcher R Actor I had the Art - Missile set to something else other then Fireball Missile.
At the time I was thinking that the Launcher R actor controlled which model the projectile used. Then I also had a different model for the Fireball Missile Actor. Basically the projectile I had the launcher firing wasn't linked to the Destroy Persistent effect at all.
Ty for the help, got me looking in the right place. Great guide too.
hey, what do you mean by 'change the used mover's target checking to never'?
I want my missile to fly forever but i haven figure out a way to make it not have an impact offset
A mover has a field called Arrival Test Type. Changing this to none will cause the missile to never impact at a target. You probably want to use this with a matching Driver, for example a Throw driver with a (0,-1,0) throw vector.
For further reference, have a look at the mover tutorials out there
(for example by Blizzard or by ProzaicMuze)
Hi, thanks for the tutorial.
Instead of a firebat using the spell, I changed it to a Roach, however it says "unable to create unit actor" when i cast the fireball spell. May I know where did I go wrong? Will just changing the unit means that I need to change something else also or am I missing out on something?
It should work on a Roach as well. Make sure, the missile unit has an actor correctly linked with a valid model and that you use the correct ammo unit for the launch effect.
Thanks! It turns out that my fireball missile wasn't attached to the Roach. Can't believe i spent 2 hours and not being able to figure that out.
Now I have another problem. After the projectile for the fireball has been fired, the fireball appears on the roach instead of at the targeted position...
I've checked the target points and didn't really see anything wrong with them..
And, if effect shows
Fireball destroy persistent
FireballDamage.
Will it trigger destroy persistent first before damage?
Hey, I used your awesome tutorial to make my own missile and I realised that when the missiles impact on units that have shields, the shield impact visual doesn't show. So I came back to look at your video example and it doesn't have it as well.
Thanks! It turns out that my fireball missile wasn't attached to the Roach. Can't believe i spent 2 hours and not being able to figure that out.
Now I have another problem. After the projectile for the fireball has been fired, the fireball appears on the roach instead of at the targeted position... I've checked the target points and didn't really see anything wrong with them..
No idea. Check your actors or send me the map.
Quote:
And, if effect shows
Fireball destroy persistent
FireballDamage.
Will it trigger destroy persistent first before damage?
Hey, I used your awesome tutorial to make my own missile and I realised that when the missiles impact on units that have shields, the shield impact visual doesn't show. So I came back to look at your video example and it doesn't have it as well.
Is there a way to make the shields appear?
You can just add an attack actor for the fireball damage without any visual, it should cause the shields to show up.
I realised that the fireball only appears on the Roach in the event that the Roach misses. If the fireball hits the target, it stills do as its supposed to.
If, this happens, how can I change it? Lets just say this situation happens.
The Host + field of your FireballImpact actor is set to _Selectable, causing it to attach to a selectable actor within the actor scope. If the fireball misses the target, it attaches to the only selectable actor within the scope, which is the caster. Otherwise it attaches to the target unit.
Change the _Selectable to nothing by clicking on Custom. This will cause the actor to not be attached to something, it will just spawn at the target point.
The Host + field of your FireballImpact actor is set to _Selectable, causing it to attach to a selectable actor within the actor scope. If the fireball misses the target, it attaches to the only selectable actor within the scope, which is the caster. Otherwise it attaches to the target unit.
Change the _Selectable to nothing by clicking on Custom. This will cause the actor to not be attached to something, it will just spawn at the target point.
Thats weird. When i followed the tutorial i am very sure that there was no " _Selectable" there, since you said to be wary of that. But thanks anyway. I guess I need to pay more attention to small details like these that can screw up the whole thing.
How do you detect if a missile or persistent runs up a cliff that is greater than the caster's cliff point? I can't figure this out. I feel like my validater is stupid or something.
Since people keep asking me, if they can use the spells from the tutorial for their map:
Feel free to.
Added this to the Faq
Thanks for this awesome tutorial. Will you be adding a section on cliff collision any time soon? :)
Maybe, however I still did not find a satisfying method, at least for me.
I'm going to position invisible units inside cliffs and doodads to stop projectiles from passing through. This should have an effect similar to a pathing validator, but I get to choose which cliffs and doodads will stop a projectile.
I'm still having trouble with this. I would like for the Fireball to travel indefinitely until it "hits" a unit. I changed Arrival Test Type for the PunisherGrendadesWeapon mover to Never. Now when I fire the ability, the Fireballs travel the normal distance, STOP, and then spin rapidly in the air until the mover times out.
Change the Driver from Guidance to Ballistic or Throw (for throw, you also need to specify a Throw Vector, for a straight forward throw you can use (0,-1,0))
Not sure where I went wrong with this, I have double checked a few times looking if I missed anything.
So I did the fireball, it works fine, impacts and everything, but once it impacts instead of triggering the Destroy Persistent and going away, it keeps traveling until max range and triggers suicide.
Where should I be looking to correct this?
Did you include Suicide for your impact set effect or as final effect for your persistent? Just make sure, the missile gets destroyed together with the persistent.
I found it. Amazing mistake on my part.
In the Fireball Launcher R Actor I had the Art - Missile set to something else other then Fireball Missile.
At the time I was thinking that the Launcher R actor controlled which model the projectile used. Then I also had a different model for the Fireball Missile Actor. Basically the projectile I had the launcher firing wasn't linked to the Destroy Persistent effect at all.
Ty for the help, got me looking in the right place. Great guide too.
@Kueken531: Go
hey, what do you mean by 'change the used mover's target checking to never'? I want my missile to fly forever but i haven figure out a way to make it not have an impact offset
A mover has a field called Arrival Test Type. Changing this to none will cause the missile to never impact at a target. You probably want to use this with a matching Driver, for example a Throw driver with a (0,-1,0) throw vector.
For further reference, have a look at the mover tutorials out there
(for example by Blizzard or by ProzaicMuze)
Hi, thanks for the tutorial. Instead of a firebat using the spell, I changed it to a Roach, however it says "unable to create unit actor" when i cast the fireball spell. May I know where did I go wrong? Will just changing the unit means that I need to change something else also or am I missing out on something?
Thanks
@onslaughtbear: Go
It should work on a Roach as well. Make sure, the missile unit has an actor correctly linked with a valid model and that you use the correct ammo unit for the launch effect.
@Kueken531: Go
Thanks! It turns out that my fireball missile wasn't attached to the Roach. Can't believe i spent 2 hours and not being able to figure that out.
Now I have another problem. After the projectile for the fireball has been fired, the fireball appears on the roach instead of at the targeted position... I've checked the target points and didn't really see anything wrong with them..
And, if effect shows
Will it trigger destroy persistent first before damage?
thanks
Hey, I used your awesome tutorial to make my own missile and I realised that when the missiles impact on units that have shields, the shield impact visual doesn't show. So I came back to look at your video example and it doesn't have it as well.
Is there a way to make the shields appear?
No idea. Check your actors or send me the map.
It should.
You can just add an attack actor for the fireball damage without any visual, it should cause the shields to show up.
Heres the map.
I realised that the fireball only appears on the Roach in the event that the Roach misses. If the fireball hits the target, it stills do as its supposed to.
If, this happens, how can I change it? Lets just say this situation happens.
Fireball destroy persistent
FireballDamage.
Thanks
@onslaughtbear: Go
The Host + field of your FireballImpact actor is set to _Selectable, causing it to attach to a selectable actor within the actor scope. If the fireball misses the target, it attaches to the only selectable actor within the scope, which is the caster. Otherwise it attaches to the target unit.
Change the _Selectable to nothing by clicking on Custom. This will cause the actor to not be attached to something, it will just spawn at the target point.
Thats weird. When i followed the tutorial i am very sure that there was no " _Selectable" there, since you said to be wary of that. But thanks anyway. I guess I need to pay more attention to small details like these that can screw up the whole thing.
It looks weird when you shoot up a cliff. It goes straight along the cliff wall instead of straight from the unit to the top part of the cliff.