Recently I've been trying to make an ability to send out a projectile that moves in a curve and collides with the first unit it hits. I was using the trigger editor for this but, because of the large number of projectiles being handled by triggers it was causing some lag.
I wanted to convert the system into data so it hopefully doesn't lag as much, would it be possible to do so? I already read the tutorials about projectiles and movers, but I haven't been able to replicate the effect I was doing with triggers.
What I meant was a projectile that moves in a curve on the horizontal plane, from what I've read from Blizzard's tutorial a ballistic driver can only do vertical curves, like a catapult projectile, or am I mistaken?
Try an initial Throw phase on the mover to set the launch angle, then play around with the blend time to the subsequent Guided phase, and possibly turning speed. This is how the Phoenix does it.
If you want to set a static flight range you could also use persistent offsets and either make the missile move from one to the next or make it a visual-only effect like the sweeping Colossus beam (Site+Mover actors)
Now, for something like Diana's Q ability from League of Legends, where you always get a nice symmetric arc and can choose the attack range I don't think there's a simple solution, mainly because the curve radius has to change. Maybe make 3-4 different movers and select one based on the desired range (Launch Missile effects can do this, I think either Brood Lords or the "Void Seeker Phase Mine" ability uses it)
I managed to solve this by using multiple throw phases with long blend times to generate the curves, but now, no matter where I target the skill, the projectile is always fired straight down. Does it have to have at least one guided phase?
Edit: Nevermind, found a way to fix it, thanks for the help guys.
I'm not 100% certain, but adding a guided phase has fixed this for several people. You can probably get away with making the bland delay longer than the missile timeout though, that way the guided phase would never apply.
If you have an impact effect you'll probably want a guided phase anyway, to guarantee a hit if something messes up.
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Recently I've been trying to make an ability to send out a projectile that moves in a curve and collides with the first unit it hits. I was using the trigger editor for this but, because of the large number of projectiles being handled by triggers it was causing some lag.
I wanted to convert the system into data so it hopefully doesn't lag as much, would it be possible to do so? I already read the tutorials about projectiles and movers, but I haven't been able to replicate the effect I was doing with triggers.
So a ballistic driver is not working for you?
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
What I meant was a projectile that moves in a curve on the horizontal plane, from what I've read from Blizzard's tutorial a ballistic driver can only do vertical curves, like a catapult projectile, or am I mistaken?
Try an initial Throw phase on the mover to set the launch angle, then play around with the blend time to the subsequent Guided phase, and possibly turning speed. This is how the Phoenix does it.
If you want to set a static flight range you could also use persistent offsets and either make the missile move from one to the next or make it a visual-only effect like the sweeping Colossus beam (Site+Mover actors)
Now, for something like Diana's Q ability from League of Legends, where you always get a nice symmetric arc and can choose the attack range I don't think there's a simple solution, mainly because the curve radius has to change. Maybe make 3-4 different movers and select one based on the desired range (Launch Missile effects can do this, I think either Brood Lords or the "Void Seeker Phase Mine" ability uses it)
I managed to solve this by using multiple throw phases with long blend times to generate the curves, but now, no matter where I target the skill, the projectile is always fired straight down. Does it have to have at least one guided phase?
Edit: Nevermind, found a way to fix it, thanks for the help guys.
@Darkyvm: Go
I'm not 100% certain, but adding a guided phase has fixed this for several people. You can probably get away with making the bland delay longer than the missile timeout though, that way the guided phase would never apply.
If you have an impact effect you'll probably want a guided phase anyway, to guarantee a hit if something messes up.