I'm trying to recreate the "Time Bomb" the Mothership used to have,
. Basically I did most of it, , (pretty much Chronosphere) but the thing I can't figure out is how the Time Bomb would cause missiles to drop from orbit.
I made a mover that causes the missile to drop when fired, but I'm stuck at how to make the missiles have it. I've also tried to change height and create dummy missiles, neither of which worked too well. If anyone has any suggestions I'd love some help with this.
I had the same problem earlier today. I was looking for some way to change the missile's momentum but couldn't find one through effects. The best solution I can come up with is to modify all the actors for missiles to fall down when they're killed, but you'd have to do it for every missile in the game.
I haven't actually done it yet, but I had the idea. It would be some unit that gets created when the ballistic missile dies, and has a mover that makes it go straight down. However, this doesn't allow for the game's physics engine to make the missiles roll on the ground and such. It would look too artificial.
I think I'll make a post on blizzard's forums and see if any blues know how they did it.
Have you tried giving the missile unit a jump behavior with a 0/0 min/max delta change?
I have no idea if that would work, but that is the only way I can think of to dynamically alter a mover of individual units.
You could also have the behavior cause a morph but that would require creating alternate "drop missile" units for every possible missile which I doubt you want to do.
I suspect there is an easier way, but I cannot grasp it just now.
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I'm trying to recreate the "Time Bomb" the Mothership used to have,
. Basically I did most of it, , (pretty much Chronosphere) but the thing I can't figure out is how the Time Bomb would cause missiles to drop from orbit.
I made a mover that causes the missile to drop when fired, but I'm stuck at how to make the missiles have it. I've also tried to change height and create dummy missiles, neither of which worked too well. If anyone has any suggestions I'd love some help with this.
Thanks in advance!
I had the same problem earlier today. I was looking for some way to change the missile's momentum but couldn't find one through effects. The best solution I can come up with is to modify all the actors for missiles to fall down when they're killed, but you'd have to do it for every missile in the game.
@shardfenix: Go
What did you do to modify them to drop down on death?
You'd think there would be a gravity function for actors? Jeez... they have just about everything but that, so it seems.
@asaphelps: Go
I haven't actually done it yet, but I had the idea. It would be some unit that gets created when the ballistic missile dies, and has a mover that makes it go straight down. However, this doesn't allow for the game's physics engine to make the missiles roll on the ground and such. It would look too artificial.
I think I'll make a post on blizzard's forums and see if any blues know how they did it.
@asaphelps: Go
Have you tried giving the missile unit a jump behavior with a 0/0 min/max delta change?
I have no idea if that would work, but that is the only way I can think of to dynamically alter a mover of individual units.
You could also have the behavior cause a morph but that would require creating alternate "drop missile" units for every possible missile which I doubt you want to do.
I suspect there is an easier way, but I cannot grasp it just now.