Launch_1 (caster unit->target unit) -> Persistent -> Launch_2 (target unit -> target point) -> damage
Persistent has random offset, so it didn't point the target point, it points a point around, where the damage supposed to happen. And damage happens properly, even damage impact visual effect plays. But I don't see the missile travelling from target unit to random point.
Actors are ok, problem is with locations of the effects.
Can I have Launch_2 work properly? What locations should it have?
This some kind of tentacle?
I would launch from the target of the persistent effect to the target point.
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Considered easy altering of the unit textures?
For my public assets look here!
It's a glass tower attack: it launches a piece of glass, it hits target, cracks and little pieces fly to a random directions and attack points.
When I have this:
location = target unit, start = target unit, end = target point
launch = target unit, impact = target point
it makes instant damage, no missile travelling involved, but missiles appear for a tiny moment at caster.
So basicly like the mutalisk attack? Sorry thought you wanted to hit the target and then convert it into a missile for the second launch to transfer it to a new location.
That visual could be sorted easily by making it 0 opacity on actor creation before making visible after a fraction of a second.
The difference with mutalisk attack is that I wanted to aim random point instead of unit.
But I solved the issue. By applying a behavior to the target unit which at start performs the persistent->launch part.
Only difference is mutalisk uses a search while you want a create persistent. As far as the missile launching goes it is still the same setup.
Yeah, it's the only difference in terms of effect chain. But another little difference is that action actor misses something when I perform persistent->launch on target unit. Muta-like chains use search, and actors understand what launch host to use. Maybe it was my miss, but I've tried all reasonable combinations of the points, and missile was never visually launched from target to point. In all cases launch host was at turret's origin. But after I applied behavior to target, that performed persistent, the launch happened like it should have.
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