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.
What does "slower" mean, is the actor dragging behind the effect at a constant distance or is the distance getting larger the longer the projectile travels?
What does the basic setup of the ability look like, what effects did you use and how did you chain them together? (*screenshots of the important effects could also help, or even better the whole map to look at it if you are comfortable sharing it)
What Bommes said. We need more information. Give us a video. Or the XML data of your actors. Or some Screenshots of either the data or the problem ingame. Or an example map. Anything :)
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.
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!
ok i have the ability and a maximum range, but:
When the projectile hits a target, it is not removed. This causes the target to take damage multiple times.
Could someone give me an explanation how that works?
If you want the missile to fly through the target you can use markers so the damage only gets dealt once. Go to the Target - Marker field in your Persistent effect and check Id. After that go to your Damage effect and include a No Markers Validator there.
If you want the missile to get destroyed on impact you can for example use a Set effect which fires your Damage Effect, a Destroy Persistent which destroys the periodic persistent effect of the ability and a Suicide effect to get rid of the missile unit. Use that Set effect at the place where you use your Damage effect right now.
ok nice.
Yeah i use a set effect before doing the damage already because i tried something different. Your second solution sounds good, ill try that.
Thank you!
There should already be an effect that is called "Suicide" built into the default data assets (also make sure your Destroy Persistent fires on the "Source Unit" Target Location).
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.
How fast is that missile moving?
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 made a mover for it that moves it at a speed of 10.
What does "slower" mean, is the actor dragging behind the effect at a constant distance or is the distance getting larger the longer the projectile travels?
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.
Hmm, interesting, no idea what would cause that.
What does the basic setup of the ability look like, what effects did you use and how did you chain them together? (*screenshots of the important effects could also help, or even better the whole map to look at it if you are comfortable sharing it)
What Bommes said. We need more information. Give us a video. Or the XML data of your actors. Or some Screenshots of either the data or the problem ingame. Or an example map. Anything :)
Start with the Missile type actor and Action type actor used.
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
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.
Looks like we are trying to do the same thing atm...
Use a persistent effect to offset the target point. The impact offset seems to cause this problem.
Example Skillshot
Thanks ahli for the sample (the skillshot button is behind the "permanently cloaked" button) ^^
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!
Use the mover phase timeout to do the suicide.
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 have the ability and a maximum range, but: When the projectile hits a target, it is not removed. This causes the target to take damage multiple times.
Could someone give me an explanation how that works?
If you want the missile to fly through the target you can use markers so the damage only gets dealt once. Go to the Target - Marker field in your Persistent effect and check Id. After that go to your Damage effect and include a No Markers Validator there.
If you want the missile to get destroyed on impact you can for example use a Set effect which fires your Damage Effect, a Destroy Persistent which destroys the periodic persistent effect of the ability and a Suicide effect to get rid of the missile unit. Use that Set effect at the place where you use your Damage effect right now.
ok nice. Yeah i use a set effect before doing the damage already because i tried something different. Your second solution sounds good, ill try that. Thank you!
Hm not sure how to suicide the projectile.
There should already be an effect that is called "Suicide" built into the default data assets (also make sure your Destroy Persistent fires on the "Source Unit" Target Location).
i dont have suicide in my effet types list :(
http://www.bilder-hochladen.net/files/ajbi-1q-7f39-jpg-rc.html