In case your period is > 0 (not all missiles launch immediately, but in a sequence, like some kind of d2's Frozen Orb skill) you can throw this junk out of the window, and use "kinetics" instead (https://www.sc2mapster.com/forums/development/data/86236-practical-kinetics/). Just make a dummy unit which rotates around the caster with kinetics. It will serve as a target for the launch missile effect. I personaly already updated my old Frozen Orb skill this way.
wanna add since the idea just came to mind. Even if your missiles launch simultaneously you can do a bit ugly workaround: Create new unit object for each missile (from your first post i see it must be 15) and put desired values in facing field. Then you can create this units with "set facing" flag on in "Create Unit" effect, thus you'll get the directions for your missiles.
Edit: also i forgot about new functionality added in "modify unit" effect, my bad. There are new fields copy facing and facing adjustment. I cant figure out needed setup on the fly but with that modify unit effect used as iterator (copy previous facing + facing adjustment) you can probably get away with only 1 or 2 dummy units max. Try this out should work much better than previous suggestion lol ;{
Sounds kind of shitty but will probably get the job done....
I made an ability which should launch a missile evenly in a circle.
I made a Create Persistent effect, with the periodic offset set to this:
I might've messed up my math. But shouldnt this work out? It shoots out in a circle (Kinda) but not evenly destributed.
If it's my math, can someone point me towards a program which can calculate points in a circle with XY coordinates? (I need 16 in this case)
x^2 + y^2 = 16
http://www.dummies.com/education/math/calculus/how-to-graph-a-circle/
^ might be useful, but what if you want to calculate x/y values based on angle variables and a set distance?
PointWithOffsetPolar(point p, fixed distance, fixed angle) is a trigger func used to create new locations based on distance and angle.
The coordinates for the new location, are calculated like so:
You can use a simple calculator, or write your self a simple program that calculates coordinates for you.
In case your period is > 0 (not all missiles launch immediately, but in a sequence, like some kind of d2's Frozen Orb skill) you can throw this junk out of the window, and use "kinetics" instead (https://www.sc2mapster.com/forums/development/data/86236-practical-kinetics/). Just make a dummy unit which rotates around the caster with kinetics. It will serve as a target for the launch missile effect. I personaly already updated my old Frozen Orb skill this way.
@abvdzh: Go
Completely forgot about kinetics ;x; thanks.
I think someone made a tutorial about this a year ago?
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
wanna add since the idea just came to mind. Even if your missiles launch simultaneously you can do a bit ugly workaround: Create new unit object for each missile (from your first post i see it must be 15) and put desired values in facing field. Then you can create this units with "set facing" flag on in "Create Unit" effect, thus you'll get the directions for your missiles.
Edit: also i forgot about new functionality added in "modify unit" effect, my bad. There are new fields copy facing and facing adjustment. I cant figure out needed setup on the fly but with that modify unit effect used as iterator (copy previous facing + facing adjustment) you can probably get away with only 1 or 2 dummy units max. Try this out should work much better than previous suggestion lol ;{
Sounds kind of shitty but will probably get the job done....
@DrSuperEvil: Go
I don't think so, i only remember Zolden posted some preset values for Random Point in a Circle distribution