Im trying to make a projectile launch other projectiles as it travels.
I gave it a behavior with a periodic effect pointing to a Create Persistent Effect that calls a Launch Missile Effect, but the secondary projectiles aren't being created.
Is there something specific I need to do for projectile Units?
If not then Im probably just buggering something up...
There are a number of things that could be a problem.
You may have not set the second missile actor correctly. You may have an invalid duration for periods which would cause none to occur (For example 0 I think would cause this). The last thing I could think of, is that the second missile is not finding a target to land on, so it is never getting created.
The secondary missile launch(the debug missile launch) has never actually called an impact effect. It is the last effect in the chain.
Its just a missile visual for the purpose of identifying the location and or direction of the current settings. It is calling the Alert I set tho, so I know its being called at least.
I would just put in the banshee carpet bomb search effect as a placeholder effect on impact for the second launch missile just so you have an easy to spot visual if it is working or not.
I have found the Action actor bugs if the missile is not using an effect that targets a target unit/point.
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Huh. Weird. I had the impact and launch offsets at:
Impact offset: 0, 8, 0.75
Launch offset: 0, 0, 0.75
Both set to target point.
Based off your post I changed the offsets to:
Impact offset: 8, 0, 0.1
Launch offset: 0, 0, 0.2
(just to see what would happen)
Now I can see the missile but it is flying from the ground level location of the missile to the mid air location of the missile and impacting there.
That... doesn't match the offsets I input. Whats more the missile is moving WAY faster than the mover its been given should allow. (It moves so fast I can barely see it, but the max speed in its mover is 3)
EDIT: Ok.
After some more testing it seems almost as if the missiles are mirrored between the terrain.
The second missile is starting in the same position as the first missile, but UNDER the terrain by an amount equal to the height to the first projectile. As the first projectile's parabola moves it down to ground level I can see the final impact location of the second projectile rise up to meet and then pass it. (the Z components of the offset values determine this, but the x and y components don't seem to do anything)
This will make using it as a secondary mid flight deployments system difficult to say the least.
Any idea what could cause this?
EDIT:
Actually...
Hmmm I added an action but the offsets are still acting weird, and is trailing the first projectile by alot.
It also seems to be mimicking the first projectiles mover, but Im not sure if its that or if it is just attached and ignoring its own mover...
Im going to put this to the side for now, and come back to it later.
Im trying to make a projectile launch other projectiles as it travels.
I gave it a behavior with a periodic effect pointing to a Create Persistent Effect that calls a Launch Missile Effect, but the secondary projectiles aren't being created.
Is there something specific I need to do for projectile Units?
If not then Im probably just buggering something up...
There are a number of things that could be a problem.
You may have not set the second missile actor correctly. You may have an invalid duration for periods which would cause none to occur (For example 0 I think would cause this). The last thing I could think of, is that the second missile is not finding a target to land on, so it is never getting created.
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Period durations for both the behavior and the Create Persistent Effect are non-Zero. (0.5 and 1 respectively)
Second missile targets a point. If the Target Point is in the Air will that cause issues?
As for the Missile Actor, Is there anything specific I should look for?
Im reusing the same missile as my debug missile to test this, and it was working fine when launched from regular units.
Is the effect of the second missile launch impacting or is it not even using the effect?
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
The secondary missile launch(the debug missile launch) has never actually called an impact effect. It is the last effect in the chain.
Its just a missile visual for the purpose of identifying the location and or direction of the current settings. It is calling the Alert I set tho, so I know its being called at least.
I would just put in the banshee carpet bomb search effect as a placeholder effect on impact for the second launch missile just so you have an easy to spot visual if it is working or not.
I have found the Action actor bugs if the missile is not using an effect that targets a target unit/point.
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
The second Launch chain is originating from a behavior on the first Launch's Projectile Unit.
... Is the second Launch Missile Effect connected in some way to the first Launch Missile Effect's Action Actor that would illicit that bug?
(First launch is from an ability and not a weapon if that matters)
EDIT:
Ill try the carpet bomb thing and see what happens.
I added the carpet bomb effect to the Impact Effects field of the second Launch Missile Effect.
It resulted in a trail of explosions that followed the First Launch Missile through its mid air flight path.
The Second Launch Effect's Missile was not seen.
This means that the second missile is impacting where it launches from.
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
Huh. Weird. I had the impact and launch offsets at:
Impact offset: 0, 8, 0.75
Launch offset: 0, 0, 0.75
Both set to target point.
Based off your post I changed the offsets to:
Impact offset: 8, 0, 0.1
Launch offset: 0, 0, 0.2
(just to see what would happen)
Now I can see the missile but it is flying from the ground level location of the missile to the mid air location of the missile and impacting there.
That... doesn't match the offsets I input. Whats more the missile is moving WAY faster than the mover its been given should allow. (It moves so fast I can barely see it, but the max speed in its mover is 3)
EDIT:
Ok.
After some more testing it seems almost as if the missiles are mirrored between the terrain.
The second missile is starting in the same position as the first missile, but UNDER the terrain by an amount equal to the height to the first projectile. As the first projectile's parabola moves it down to ground level I can see the final impact location of the second projectile rise up to meet and then pass it. (the Z components of the offset values determine this, but the x and y components don't seem to do anything)
This will make using it as a secondary mid flight deployments system difficult to say the least.
Any idea what could cause this?
EDIT:
Actually...
Hmmm I added an action but the offsets are still acting weird, and is trailing the first projectile by alot.
It also seems to be mimicking the first projectiles mover, but Im not sure if its that or if it is just attached and ignoring its own mover...
Im going to put this to the side for now, and come back to it later.
Maybe a fresh and cleared head will help.