I have a simple question that probably involves movers. I am trying to make the marauder grenade projectile hit the first enemy unit it collides with. I know it's possible, but simply copying data from other projectiles that work like this (SS scourge projectiles being an example) seems to screw up the weapon. Any help on how to produce results?
This should be pretty 1:1 with the bullet shotgun I was doing earlier. Here we go.
So you have a missle unit getting shot from the marauder (I will call it MaruBoolet).
Make a behavior of type buff, I'll call it CollideTick.
Make an effect of type Search Area, I'll call it MaruLFHit.
Make an effect of type Set, I'll call it MaruWeaponXplode.
There should already be a damage effect for the marauder's weapon, I'll call it MaruHurt.
Go to MaruBoolet, click Behaviors+, and add the behavior CollideTick.
Go to MaruWeaponXplode, and make the effects MaruHurt and "Suicide" (this one is built-in).
Go to CollideTick, make the period small (suggested 0.05), and make the Effect - Perioidic the MaruLFHit set effect.
Go to MaruLFHit, go to Areas. Create an area, with a radius of perhaps 0.3, and an Effect of MaruWeaponXplode.
What this does: When the marauder fires the weapon, the missle is created as a unit heading towards its target (this was already happening). However, now, the missle has a behavior that ticks periodicially. When the missle behavior ticks, it activates a search area effect. This checks whether it's on top an enemy (whether it "hit" somebody or not). If the missle did hit something, the missle deals damage to the target found by the search area and also kills itself. If you want the missle to penetrate enemies then take off the suicide effect (this will cause the missle to hit targets more than once however).
Those tutorials arent detailed, they are holding your hand and walking with you, they wont teach you what "search area" does or "create persistent" or anything, they are also for making new abilities while this is for a missile for an already made ability (attack).
If your that dumb that you can't figure out that a search effect does a search of an area especially when we have a wiki with everything defined too then you shouldn't be mapping; anything else is just laziness if you don't bother to go looking for the info thats already there. Its called spoonfeeding for a reason. There are additional posts that explain what and how things interact; might want to actually try it yourself.
If your that dumb that you can't figure out that a search effect does a search of an area especially when we have a wiki with everything defined too then you shouldn't be mapping; anything else is just laziness if you don't bother to go looking for the info thats already there. Its called spoonfeeding for a reason. There are additional posts that explain what and how things interact; might want to actually try it yourself.
Sure, there are OTHER tutorials that will teach you what different things do, but THIS SPECIFIC TUTORIAL doesn't. Hence, THIS SPECIFIC TUTORIAL isn't all that detailed. If anything this tutorial spoon feeds you the hardest, and that is the problem with it.
Hello sc2mapster,
I have a simple question that probably involves movers. I am trying to make the marauder grenade projectile hit the first enemy unit it collides with. I know it's possible, but simply copying data from other projectiles that work like this (SS scourge projectiles being an example) seems to screw up the weapon. Any help on how to produce results?
@SGTMeowmers9: Go
This should be pretty 1:1 with the bullet shotgun I was doing earlier. Here we go.
So you have a missle unit getting shot from the marauder (I will call it MaruBoolet).
Make a behavior of type buff, I'll call it CollideTick.
Make an effect of type Search Area, I'll call it MaruLFHit.
Make an effect of type Set, I'll call it MaruWeaponXplode.
There should already be a damage effect for the marauder's weapon, I'll call it MaruHurt.
Go to MaruBoolet, click Behaviors+, and add the behavior CollideTick.
Go to MaruWeaponXplode, and make the effects MaruHurt and "Suicide" (this one is built-in).
Go to CollideTick, make the period small (suggested 0.05), and make the Effect - Perioidic the MaruLFHit set effect.
Go to MaruLFHit, go to Areas. Create an area, with a radius of perhaps 0.3, and an Effect of MaruWeaponXplode.
What this does: When the marauder fires the weapon, the missle is created as a unit heading towards its target (this was already happening). However, now, the missle has a behavior that ticks periodicially. When the missle behavior ticks, it activates a search area effect. This checks whether it's on top an enemy (whether it "hit" somebody or not). If the missle did hit something, the missle deals damage to the target found by the search area and also kills itself. If you want the missle to penetrate enemies then take off the suicide effect (this will cause the missle to hit targets more than once however).
Please use the search bar properly next time as there are already several detailed tutorials on projectiles.
http://www.sc2mapster.com/forums/resources/tutorials/17154-data-colliding-projectiles/
Those tutorials arent detailed, they are holding your hand and walking with you, they wont teach you what "search area" does or "create persistent" or anything, they are also for making new abilities while this is for a missile for an already made ability (attack).
@Necromoni: Go
If your that dumb that you can't figure out that a search effect does a search of an area especially when we have a wiki with everything defined too then you shouldn't be mapping; anything else is just laziness if you don't bother to go looking for the info thats already there. Its called spoonfeeding for a reason. There are additional posts that explain what and how things interact; might want to actually try it yourself.
Thanks! I searched for the wrong stuff it seems (movers and whatnot), given that I made presumptions about the nature of the problem.
@Necromoni: Go
Actually hobbidude is right.
Sure, there are OTHER tutorials that will teach you what different things do, but THIS SPECIFIC TUTORIAL doesn't. Hence, THIS SPECIFIC TUTORIAL isn't all that detailed. If anything this tutorial spoon feeds you the hardest, and that is the problem with it.