it is possible with current data tools but it's pretty advanced shit maaahn :{.
You need the initial setup with 3 rotating invisible dummy units which will determine the sites for Hangar ammo units. But the kinetics works so unit becomes hooked from the current position so first you will have to place those 3 units properly (rotation of 0, 120 and 240 degrees + radius offset) before applying rotate + follow kinetics. So there is additional pain in ass.
After that you'll have to execute teleport effect on ammo units as they appear to place them on those rotating sites and also you'll have to immediately apply follow kinetics so they will stick to that sites and rotate with them.
Launching is another pain-in-ass part of your idea which will certainly require some logic implementation because you have 3 sites to launch from, and some of them may be empty at the moment of launch. (Idealy for the sake of visual fidelity you'll have to also include range validation to try launch the orb closest to the target)
In a few words: this abil is an easy way to earn cancer, so sry, ain't gonna make a sample map for it XD.
Could he not use three rotating persistent periods instead of dummy units that the ammo units follow?
For the second issue a Search Area effect that looks for only one target launched from the target that searches for the closest orb would be the simplest solution but not very multicastable.
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The Bloodelf ball actor is an actor that orbits the Blood Mage in the wc3 mod.
Is it possible to have a hangar ability spawn units which would act like that (orbitingthe caster)
I know the host sites, but not if it's possible to have units behave like that.
The goal is to make the orbiting units have a launch missile effect which would launch the unit making room for a new orbiting unit.
Probably could use Kinetics to do that. Abvdzh is the person to ask. He has more experience with kinetics than I do.
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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
it is possible with current data tools but it's pretty advanced shit maaahn :{.
You need the initial setup with 3 rotating invisible dummy units which will determine the sites for Hangar ammo units. But the kinetics works so unit becomes hooked from the current position so first you will have to place those 3 units properly (rotation of 0, 120 and 240 degrees + radius offset) before applying rotate + follow kinetics. So there is additional pain in ass.
After that you'll have to execute teleport effect on ammo units as they appear to place them on those rotating sites and also you'll have to immediately apply follow kinetics so they will stick to that sites and rotate with them.
Launching is another pain-in-ass part of your idea which will certainly require some logic implementation because you have 3 sites to launch from, and some of them may be empty at the moment of launch. (Idealy for the sake of visual fidelity you'll have to also include range validation to try launch the orb closest to the target)
In a few words: this abil is an easy way to earn cancer, so sry, ain't gonna make a sample map for it XD.
This is the kinetic thread i learned from, it have a maps which contain similiar setup for your abil (kinetic with type of "Set" : "Rotate" + "Follow") https://www.sc2mapster.com/forums/development/data/86236-practical-kinetics/
@abvdzh: Go
Could he not use three rotating persistent periods instead of dummy units that the ammo units follow?
For the second issue a Search Area effect that looks for only one target launched from the target that searches for the closest orb would be the simplest solution but not very multicastable.
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