youre right, add a buff behavior on the unit that searches every .0625 to dmg units around it, making sure to have it target;marker the units so it wont hit them twice. thats pretty much the jist of what youre looking for i believe.
btw when i wanted to do this my problem was with markers (i can't get them, so i've used behaviors)
and second and main problem was missile graphics, if ti goes on big distance it's very hard to make missile go straight forward if you havent target point (
Yeah, pretty much a persistent is applied on missile when missile is created. Persistent has has an ID marker, persistent pereodic is search effect that runs every 0.6250.0625 seconds and damages units in 0.1 radius, damage effect must have "no marker" validator.
The only issue is that missile might be too fast and miss units in between those 0.6250.0625 scans. To test this I'd suggest to replace search effect with sentry force field spawn or some other fancy visual so that you can see scan intervals.
P.S. this method is from memory so I can't really confirm it, so it should work, if it doesn't - refer to kuekens colliding missile tutorial, it's the king.
Else do like the colossus laser impact site and use a persistent effect to do the whole thing and just have a Site (Mover) follow the effect with an attached visual.
How can a missile go through several units, as on the picture below?
I am not talking about a Hellion persistent attack. Rather just a missile that towards its target deals dmg to units in the way.
Maybe add a search effect to the missile unit. All enemy units near the missile takes dmg. (Happens really quick.)
Or is a persistent effect the only way to do this?
I´ve searched for tutorials, but I just found threads about other kinds of missiles.
@Kabelkorven: Go
youre right, add a buff behavior on the unit that searches every .0625 to dmg units around it, making sure to have it target;marker the units so it wont hit them twice. thats pretty much the jist of what youre looking for i believe.
Can it really be that simple? :O
I imagined this would require some serious headaches to get it work right in the editor.
hi Kabel :3
btw when i wanted to do this my problem was with markers (i can't get them, so i've used behaviors)
and second and main problem was missile graphics, if ti goes on big distance it's very hard to make missile go straight forward if you havent target point (
@Kabelkorven: Go
Yeah, pretty much a persistent is applied on missile when missile is created. Persistent has has an ID marker, persistent pereodic is search effect that runs every
0.6250.0625 seconds and damages units in 0.1 radius, damage effect must have "no marker" validator.The only issue is that missile might be too fast and miss units in between those
0.6250.0625 scans. To test this I'd suggest to replace search effect with sentry force field spawn or some other fancy visual so that you can see scan intervals.P.S. this method is from memory so I can't really confirm it, so it should work, if it doesn't - refer to kuekens colliding missile tutorial, it's the king.
Else do like the colossus laser impact site and use a persistent effect to do the whole thing and just have a Site (Mover) follow the effect with an attached visual.
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