Mostly the "vertical throw" one. The ability is cast at 0 range, requiring the caster to be perfectly immobile before casting. The mover is set as a downward throw with no acceleration that never blends into anything. The missile hits the ground right next to the target, but doesn't register as "arrived" (until a timeout or something over 10 seconds later...). The now-frozen missile model literally is less than a milimeter away from the "placement model" on the screen.
And the "guided" one with all "face upwards" options on the mover activated randomly changes its 2D rotation, usually "jerking" for 90-180° in an instant.
"Illogical" probably is the wrong word, but the most logical explanation I can come up with is shoddy programming, in which the vertical throw doesn't intersect with the 0-range ability impact point, guided missiles never going perfectly vertically downwards and/or unit facing calculations for missiles using the impact point as a reference, and subsequently going haywire if the 2D coordinates are too close.
The guided "face upwards" mover actually worked well until I set the "extra range"? field to 0 as well as the default ability range ("extra" explained as how far the target is allowed to move from its original position during cast before the ability is canceled, sorry, but my editor isn't in english)
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@DrSuperEvil: Go
The attachment works just fine.
I'm just struggling to understand why meddling with the missile itself does nothing at all, or produce illogical problems if meddling with the mover.
What was so illogical with the mover?
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
Mostly the "vertical throw" one. The ability is cast at 0 range, requiring the caster to be perfectly immobile before casting. The mover is set as a downward throw with no acceleration that never blends into anything. The missile hits the ground right next to the target, but doesn't register as "arrived" (until a timeout or something over 10 seconds later...). The now-frozen missile model literally is less than a milimeter away from the "placement model" on the screen.
And the "guided" one with all "face upwards" options on the mover activated randomly changes its 2D rotation, usually "jerking" for 90-180° in an instant.
"Illogical" probably is the wrong word, but the most logical explanation I can come up with is shoddy programming, in which the vertical throw doesn't intersect with the 0-range ability impact point, guided missiles never going perfectly vertically downwards and/or unit facing calculations for missiles using the impact point as a reference, and subsequently going haywire if the 2D coordinates are too close.
The guided "face upwards" mover actually worked well until I set the "extra range"? field to 0 as well as the default ability range ("extra" explained as how far the target is allowed to move from its original position during cast before the ability is canceled, sorry, but my editor isn't in english)