It is clear your wasd system is messing with your projectile system. How are you firing your missiles? You could just use a smart click + transient Effect - Target ability.
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Yup, your WASD system is not compatible with how your ability is set up. As you are using an Effect - Instant ability, it is targeting the point directly beneath the caster. This makes your Create Persistent effect, which uses the target point and the caster unit position/orientation to determine the direction it fires at, fire in the direction of the target point of where your unit previously was when it has been moved by the wasd system.
You either need to use an Effect - Target ability or an Environment - Execute Effect trigger action.
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Solution is to use a targeting dummy unit (unit that follows the target around) and then get the ghost unit to use the effect towards it and modify the persistent effect to use target unit instead of location.
Here is it fixed (link may be subject to deletion in future).
Also fixed a bug where moving the ghost around did not update facing. Also added interpolation to facing angle to look smoother. The dummy unit can be made completely invisible or worked into game mechanics if desired as the one chosen was for demonstration purposes only.
Another solution would be to use triggers to periodically fire individual missiles towards the mouse x/y with trigger added offsets rather than using an effect. In that case no targeting unit is required.
I recommend using a struct (record) to hold all the player relevant variables. This way one can declare 1 array of size 9 of that record type which then has all the member variables for each player. At least use a constant for the array sizes for maintainability.
Hi, I'm trying to make shooting game like "Enter the Gungeon".
But there is Big problem to make "Shooting" like this video.
Missiles are working weird when I move the Unit.
I want to make Missiles are go through same as Unit has no move.
Map file : https://drive.google.com/open?id=0ByqoSnjlu7K_SFNuaUFScG9GTzg
It is clear your wasd system is messing with your projectile system. How are you firing your missiles? You could just use a smart click + transient Effect - Target ability.
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
@DrSuperEvile// Useing Ability-Instant to fire missiles. If you fine, please check map file. Thanks
Yup, your WASD system is not compatible with how your ability is set up. As you are using an Effect - Instant ability, it is targeting the point directly beneath the caster. This makes your Create Persistent effect, which uses the target point and the caster unit position/orientation to determine the direction it fires at, fire in the direction of the target point of where your unit previously was when it has been moved by the wasd system.
You either need to use an Effect - Target ability or an Environment - Execute Effect trigger action.
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
Solution is to use a targeting dummy unit (unit that follows the target around) and then get the ghost unit to use the effect towards it and modify the persistent effect to use target unit instead of location.
Here is it fixed (link may be subject to deletion in future).
Also fixed a bug where moving the ghost around did not update facing. Also added interpolation to facing angle to look smoother. The dummy unit can be made completely invisible or worked into game mechanics if desired as the one chosen was for demonstration purposes only.
Another solution would be to use triggers to periodically fire individual missiles towards the mouse x/y with trigger added offsets rather than using an effect. In that case no targeting unit is required.
I recommend using a struct (record) to hold all the player relevant variables. This way one can declare 1 array of size 9 of that record type which then has all the member variables for each player. At least use a constant for the array sizes for maintainability.
Thanks Guys, The answer was Dummy unit and Weapon turret. :)