Assume I have an air unit with high speed. If that air unit moves in range of a basic Missile Turret, there is a distance where that air unit can technically outrun the missile turrets attack. The Missile Turrets missile will follow the unit and eventually explode harmlessly, dealing 0 damage. How do I apply this same "expiration" to say a Battlecruisers auto-attacks?
Currently, if the same air unit moves near a BC and then moves away from it at ludicrous speed, the BCs projectiles will follow it and, even if the projectile disappears, will still do damage. I want to change this interaction so that the BCs attacks are able to be dodged by using the air units Boost/Afterburner ability.
You probably need to use a search area effect or a damage effect, setting it's effects to do area damage, with target impact location set to target point, as the impact effect of the launch missile effect of the battlecruiser weapon. If the effect set as the impact effect of launch missile effect of the attack of the BC, is a regular damage effect with the "Target: Impact Location" set to target unit, when the missile arrives at its final destination and executes it's impact effect, it will damage the unit targeted by the attack, wheter or not is within the range of the impact of the missile.
You may also want to check this video of how to make an skillshot ability, since it accomplishes something similar to what you want to do. Link below.
You need to designate that missile to be "nullified".
This can be done with a "Modify Unit" Effect applied to your missile when it expires (= the impact, at that precise moment, doesn't happen ... yet).
You achieve this by giving a Behavior with duration to the missile directly or from an effect tree that applies the behavior when the missile is launched.
To go further :
- Make the missile loses its target.
- When expired, the missile's Actor will do its "impact" things. Usually, we use a "UnitDeathCustomize" to create another death effect (or simply remove it).
- When nullified, the Damage Effect is ignored. But you can do something else.
- The "Defense Drone" nullifies projectiles, you might take inspiration from its ability.
- You want to outrun missiles. When used a Boost/Burners ability, find all missiles with a Search Effect and nullify only close missiles or any currently fired missiles with your unit as target.
Have a nice day !
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Assume I have an air unit with high speed. If that air unit moves in range of a basic Missile Turret, there is a distance where that air unit can technically outrun the missile turrets attack. The Missile Turrets missile will follow the unit and eventually explode harmlessly, dealing 0 damage. How do I apply this same "expiration" to say a Battlecruisers auto-attacks?
Currently, if the same air unit moves near a BC and then moves away from it at ludicrous speed, the BCs projectiles will follow it and, even if the projectile disappears, will still do damage. I want to change this interaction so that the BCs attacks are able to be dodged by using the air units Boost/Afterburner ability.
Thank you.
You should read the sc2 mapster wikia entry on the parameters of the launch missile effect, to give you an idea of how to accomplish it, link below.
https://sc2mapster.fandom.com/wiki/Data/Effects/Launch_Missile#:~:text=the missile impacts-,Effect - Launch Effect,of the Launch Missile effect.
You probably need to use a search area effect or a damage effect, setting it's effects to do area damage, with target impact location set to target point, as the impact effect of the launch missile effect of the battlecruiser weapon. If the effect set as the impact effect of launch missile effect of the attack of the BC, is a regular damage effect with the "Target: Impact Location" set to target unit, when the missile arrives at its final destination and executes it's impact effect, it will damage the unit targeted by the attack, wheter or not is within the range of the impact of the missile.
You may also want to check this video of how to make an skillshot ability, since it accomplishes something similar to what you want to do. Link below.
https://www.youtube.com/watch?v=xradjsdTlfg&ab_channel=LazZ'sMapmaking
Hello,
You need to designate that missile to be "nullified".
This can be done with a "Modify Unit" Effect applied to your missile when it expires (= the impact, at that precise moment, doesn't happen ... yet).
You achieve this by giving a Behavior with duration to the missile directly or from an effect tree that applies the behavior when the missile is launched.
To go further :
- Make the missile loses its target.
- When expired, the missile's Actor will do its "impact" things. Usually, we use a "UnitDeathCustomize" to create another death effect (or simply remove it).
- When nullified, the Damage Effect is ignored. But you can do something else.
- The "Defense Drone" nullifies projectiles, you might take inspiration from its ability.
- You want to outrun missiles. When used a Boost/Burners ability, find all missiles with a Search Effect and nullify only close missiles or any currently fired missiles with your unit as target.
Have a nice day !