Is it possible to tell a missile to nullify itself, from it's Actor's Events+ tree?
I have aground targeting missile barrage ability, and have successfully added an entry in its Events+ Tree that causes that destroys the projectile when it comes into contact with a cliff. The problem is two fold:
1. The damage is still dealt at the targeted area
2. No impact assets are spawned/played
I figure that if the missile uses the Modify Unit Effect > Nullify Missile flag on itself, then that would solve the first problem.
But I need away for the missile to trigger the effect on itself when the Events+ detects that cliff collision.
As for problem two, Im guessing I can use a Custom Death Event?
But Im not sure how to set that up. Are there any tutorials?
Actors are only visuals and cannot affect units. You are just removing the visual while the missile unit still exists.
Use the periodic effect of the Launch Missile effect to add a suicide Buff behaviour onto the missile unit that creates a Model actor with the same model as the impact effects when triggered.
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There is a flag for the mover used by the missile that prevents it going under the terrain. Alternatively if you are using a Create Persistent effect set to a negative z value for the offset.
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I don't have any negative values in the any of the offsets in the effect chain.
But I suppose if the target area is centered on a lower ground position but close enough to a cliff, one of the random offsets could overlap with the higher ground position of the cliffs... If I set all of the offsets to have a positive Z value to account for that, will the projectiles just stop in the air or continue to ground level?
Is there not a flag somewhere that can just "set point to ground level" or something?
EDIT:
As for the mover, are you referring to clearance?
If so that may be it I had it zeroed out for testing and seems I forgot to reset it.
Is it possible to tell a missile to nullify itself, from it's Actor's Events+ tree?
I have aground targeting missile barrage ability, and have successfully added an entry in its Events+ Tree that causes that destroys the projectile when it comes into contact with a cliff. The problem is two fold:
1. The damage is still dealt at the targeted area
2. No impact assets are spawned/played
I figure that if the missile uses the Modify Unit Effect > Nullify Missile flag on itself, then that would solve the first problem.
But I need away for the missile to trigger the effect on itself when the Events+ detects that cliff collision.
As for problem two, Im guessing I can use a Custom Death Event?
But Im not sure how to set that up. Are there any tutorials?
Actors are only visuals and cannot affect units. You are just removing the visual while the missile unit still exists.
Use the periodic effect of the Launch Missile effect to add a suicide Buff behaviour onto the missile unit that creates a Model actor with the same model as the impact effects when triggered.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Ok, I did some alternative testing(just to satisfy my own curiosity), but eventual came back and setup the suicide behavior. XD
Anyway its working now, Thanks. :)
Now I just have to figure out why it throws "projectile under terrain" errors if the target area is placed over a cliff. :P
There is a flag for the mover used by the missile that prevents it going under the terrain. Alternatively if you are using a Create Persistent effect set to a negative z value for the offset.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I don't have any negative values in the any of the offsets in the effect chain.
But I suppose if the target area is centered on a lower ground position but close enough to a cliff, one of the random offsets could overlap with the higher ground position of the cliffs... If I set all of the offsets to have a positive Z value to account for that, will the projectiles just stop in the air or continue to ground level?
Is there not a flag somewhere that can just "set point to ground level" or something?
EDIT:
As for the mover, are you referring to clearance?
If so that may be it I had it zeroed out for testing and seems I forgot to reset it.
Depends on the driver used by the movers of your missiles. Guided driven missiles would explode in mid air on arrival.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Im using Parabola for these.
I still get the below ground error messages even after resetting the clearance, so it seems to be the offset positions clipping into nearby cliffs.
Hopefully Parabola doesn't explode on mid air arrival...
(Tho I suppose I could just add another phase and throw them into the ground...)