Im interesting in making unit that shots volley of missiles that can miss fast moving unit. Is it possible to make such thing without escessive hassle?
p.s.
I mean "missing a target" in the way that it can hit someone who was behind it and is at the target's previous location (location target was when my unit opened fire).
This is defined in the mover of the missile. For always hitting missiles you have driver: guidance and an orientation vector with very high values. Try to play around with the Orientation: Yaw, Pitch and Roll; for me they default to something 5000-ish. Try something more like 100 (assuming a missile with ca 10-15 speed) and test what its like. You might want to change the Timeout as well (otherwise the missile eventually performs circles around the target unit for 30 seconds ;) )
Hitting other targets is another story, you might want to have a look here.
For no guidance at all (missile flies straight forward) you can use a throw driver or set the orientation to 0.
I will keep looking for that effect then. But while were at movers. I have been already playing with them and most satisfying options were all phases with ballistic driver (im tyrign to create long range, missile artillery - range around 20). It looked most natural with proper gravity settings. But whats wierd, is that when its shoting moving units, at the end it starts a totall mad circuss... instead of flying like a rock to the very end, at the last moment it sketches wierd shapes in the air which ruins everything :/ I star tot think that ballistic driver is just totally bugged.
edit: btw can you tell me why in so many values all these phases have "-1"? And pretty often in places where this value makes no sense at all?
And another question: Anyone know what are these 4 phases? Why phase 3 and 4 have no driver at all?
edit:
The thing is that with ballistic driver it works naturally only with standing targets. Cause the projectile land exactly at the original target location. Is there a way to bypass the need of projectile pursuit the target after it gets to the ground or the editor is bugged as i thought?
edit
Btw. why these movement phases have fields like:
1. speed
2. speed range
3. maximum speed
4.minimum speed
...and tones of acceleration fields.
I mean... wtf? Cant it be simple and working?
edit:
To show you exactly what i mean i have made little sketches:
1. What i have now: (nice natural flight and then wierd stuff at end - with 1 and 2 phase as ballistic)
2. What is as default for my custom unit weapon (1st phase ballistic, 2nd phase guided - unnatural flight path, looks ugly and completely not like long range missiles):
3. Two options i would like to see: either nice natural ballistic-wise flight that ends at the actual target's location or at its original location.
If someone is able to achieve such thing i will give you candy!
There's a few strategies to get this sort of thing to work but the main pair of things that have worked out for me: Ensure the effect that's launching the missile is aiming at a point rather then a unit and that the missile is responsible for detonating on its own accord. Best method I've been using to do the missile responsibility is to have a behavior on it that's calling a search effect very quickly (periodic effect entry on the behavior going off say every .01 seconds) in a small radius, when the search effect finds a target worthy of destroying it calls the payload which creates the damage and suicides itself out of the game. For artillery type attacks then it'd be a matter of again aiming at a target point but upon impact just call a general radius damage to all valid targets ala how the siege tank's shots damage effects work.
I think the harder part if you're intending to put theses on regular unit's weapons is devising a method for the weapon to lead the target when deciding where to mark the target point its going for, I've only used these with manually fired abilities so far so I leave the lead to the player's decision and with AI I have a function built into its attacking triggers that estimates a lead to aim for when deciding on a target point.
What i had to do was indeed changing target to point insetad of unit (i thought i have tryied that, but of course in this editor to make it you need ot change it in few places -.-') and then i could delete all 3 phases, leaving only one with ballistic driver, where i set its speed parameters and its beutiful now :) With the aoe splash its beutiful AND natural :D
Im interesting in making unit that shots volley of missiles that can miss fast moving unit. Is it possible to make such thing without escessive hassle?
p.s.
I mean "missing a target" in the way that it can hit someone who was behind it and is at the target's previous location (location target was when my unit opened fire).
Thanks in advance.
This is defined in the mover of the missile. For always hitting missiles you have driver: guidance and an orientation vector with very high values. Try to play around with the Orientation: Yaw, Pitch and Roll; for me they default to something 5000-ish. Try something more like 100 (assuming a missile with ca 10-15 speed) and test what its like. You might want to change the Timeout as well (otherwise the missile eventually performs circles around the target unit for 30 seconds ;) )
Hitting other targets is another story, you might want to have a look here.
For no guidance at all (missile flies straight forward) you can use a throw driver or set the orientation to 0.
@Kueken531: Go
I will keep looking for that effect then. But while were at movers. I have been already playing with them and most satisfying options were all phases with ballistic driver (im tyrign to create long range, missile artillery - range around 20). It looked most natural with proper gravity settings. But whats wierd, is that when its shoting moving units, at the end it starts a totall mad circuss... instead of flying like a rock to the very end, at the last moment it sketches wierd shapes in the air which ruins everything :/ I star tot think that ballistic driver is just totally bugged.
edit: btw can you tell me why in so many values all these phases have "-1"? And pretty often in places where this value makes no sense at all?
And another question: Anyone know what are these 4 phases? Why phase 3 and 4 have no driver at all?
edit:
The thing is that with ballistic driver it works naturally only with standing targets. Cause the projectile land exactly at the original target location. Is there a way to bypass the need of projectile pursuit the target after it gets to the ground or the editor is bugged as i thought?
edit
Btw. why these movement phases have fields like:
1. speed
2. speed range
3. maximum speed
4.minimum speed
...and tones of acceleration fields.
I mean... wtf? Cant it be simple and working?
edit:
To show you exactly what i mean i have made little sketches:
1. What i have now: (nice natural flight and then wierd stuff at end - with 1 and 2 phase as ballistic)
2. What is as default for my custom unit weapon (1st phase ballistic, 2nd phase guided - unnatural flight path, looks ugly and completely not like long range missiles):
3. Two options i would like to see: either nice natural ballistic-wise flight that ends at the actual target's location or at its original location.
If someone is able to achieve such thing i will give you candy!
You might want to have a look at this tutorial, which explains a big deal of the movers. Was very helpful for me.
@Kueken531: Go
Thanks for the link. Interesting stuff.
There's a few strategies to get this sort of thing to work but the main pair of things that have worked out for me: Ensure the effect that's launching the missile is aiming at a point rather then a unit and that the missile is responsible for detonating on its own accord. Best method I've been using to do the missile responsibility is to have a behavior on it that's calling a search effect very quickly (periodic effect entry on the behavior going off say every .01 seconds) in a small radius, when the search effect finds a target worthy of destroying it calls the payload which creates the damage and suicides itself out of the game. For artillery type attacks then it'd be a matter of again aiming at a target point but upon impact just call a general radius damage to all valid targets ala how the siege tank's shots damage effects work.
I think the harder part if you're intending to put theses on regular unit's weapons is devising a method for the weapon to lead the target when deciding where to mark the target point its going for, I've only used these with manually fired abilities so far so I leave the lead to the player's decision and with AI I have a function built into its attacking triggers that estimates a lead to aim for when deciding on a target point.
@BumpInTheNight: Go
What i had to do was indeed changing target to point insetad of unit (i thought i have tryied that, but of course in this editor to make it you need ot change it in few places -.-') and then i could delete all 3 phases, leaving only one with ballistic driver, where i set its speed parameters and its beutiful now :) With the aoe splash its beutiful AND natural :D