I just setup a cursor that tracks when players move the mouse, and stores the mouse world-location in a variable. Then made a dummy ability with no target & transient that activates a second trigger to order the real ability to be cast at the mouse's point.
Another question though - is there a way to set an ability to be a combined hotkey, like shift-R? Or would I have to settle for a separate button?
In League, you can hold Shift as you press a hotkey to 'smartcast' the associated ability. This skips over the target-and-click phase and instead instantly casts the ability toward the position of your mouse cursor.
Is there any way to implement this kind of functionality in Starcraft 2? AFAIK, the only way to get a mouse cursor position is through a trigger that reacts to clicking.
Use a persistent effect to offset the target point. The impact offset seems to cause this problem.
Example Skillshot
Thank you very much.
Here I thought my solution, a huge offset with a timed suicide, was so elegant. But it turns out that a whole god damned field of the Launch Missile effect is just straight-up broken!
The setup is like this: the ability uses a Launch Missile effect. The missile unit has a Behavior with a periodic event that searches the area nearby the missile for qualified enemies. If it finds one, the missile suicides & damages nearby enemies.
The Missile actor is pretty basic. It uses the yamato gun missile's model, and the missile unit as its unit token.
The ability has two Action actors, one for launch and another for impact. The impact actor doesn't cause any problems. It's introducing the actor associated with the Launch Missile effect that's making it crazy.
I've made a skillshot that launches a missile in a straight line. The missile looks for nearby targets and detonates if one's found.
The ability looks okay without a launch actor (with the usual ground-dragging). But it's ruined when I create an Action actor for the Launch Missile effect. Data-side, the spell retains its functionality, but the missile actor is way way way slower than the actual missile unit. I'm not sure why; I set the Missile field to the right projectile, and the Launch token to the Launch effect.
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@Buswolley: Go
Never mind, I did this in, like, twenty minutes.
I just setup a cursor that tracks when players move the mouse, and stores the mouse world-location in a variable. Then made a dummy ability with no target & transient that activates a second trigger to order the real ability to be cast at the mouse's point.
Another question though - is there a way to set an ability to be a combined hotkey, like shift-R? Or would I have to settle for a separate button?
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In League, you can hold Shift as you press a hotkey to 'smartcast' the associated ability. This skips over the target-and-click phase and instead instantly casts the ability toward the position of your mouse cursor.
Is there any way to implement this kind of functionality in Starcraft 2? AFAIK, the only way to get a mouse cursor position is through a trigger that reacts to clicking.
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Thank you very much.
Here I thought my solution, a huge offset with a timed suicide, was so elegant. But it turns out that a whole god damned field of the Launch Missile effect is just straight-up broken!
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The map's attached here.
The setup is like this: the ability uses a Launch Missile effect. The missile unit has a Behavior with a periodic event that searches the area nearby the missile for qualified enemies. If it finds one, the missile suicides & damages nearby enemies.
The Missile actor is pretty basic. It uses the yamato gun missile's model, and the missile unit as its unit token.
The ability has two Action actors, one for launch and another for impact. The impact actor doesn't cause any problems. It's introducing the actor associated with the Launch Missile effect that's making it crazy.
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The actor moves excruciatingly slowly, with the distance extending as the projectile travels.
Curiously, messing with the mover upped the speed of both the actor and the missile, but the actor still lagged proportionately far behind.
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I made a mover for it that moves it at a speed of 10.
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I've made a skillshot that launches a missile in a straight line. The missile looks for nearby targets and detonates if one's found.
The ability looks okay without a launch actor (with the usual ground-dragging). But it's ruined when I create an Action actor for the Launch Missile effect. Data-side, the spell retains its functionality, but the missile actor is way way way slower than the actual missile unit. I'm not sure why; I set the Missile field to the right projectile, and the Launch token to the Launch effect.