Anyone figured out how the movers work? (in the data editor)
I want to make a missile move out behind the caster, arc upwards in a half circle and then fly to the target, but I can't figure out how to make the missile rotate, or how to set a delay between the diffrend phases.
its a brain teaser! if / when you figure it out let us know the exacts you find out! ive been messing with the parabola functions in there, but get bored with that after so many tries of not seeing any change....
The trajectory you're trying to make is rather simple, all you need is a bunch of Throw type phases and a Guidance type phase.
The first Throw phase's Throw Vector determines the missile's initial direction, positive Y values mean moving out opposite to the unit's facing direction.
A few following Throw phases will then make the missile make turns, e.g. one to make it move in upwards direction followed by one to make it turn forward. What's important here is finding suitable Base and Stop values for the Outro subsection of the Motion Phases dialog.
Basically those values mark the start and end times of one phase blending into the following one - the farther the values are apart the longer it takes the missile to make the specified change in direction (effectively increasing the the radius of circular motions).
A final Guidance type phase will then make the missile lock onto the target.
I've assembled a simple test map using a modified Marauder missile mover to make them behave as detailed above, see attachment.
Another default mover to take a look at might be one of the Phoenix Air Weapon ones, those behave similarly.
Sorry about reviving an old thread, but I want to do something similar again.
Like above, I want to make a projectile move out behind the caster, arc around and hit the target. But this time I want to make it arc downwards.
If I just copy the above example and change the 2nd throw vector to down, I get a weird motion when blending to the 3rd. I assume it is because the roll of the projectile is wrong, but I can't figure out which field to set.. Orientation.Roll doesn't seem to have any effect.
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Anyone figured out how the movers work? (in the data editor)
I want to make a missile move out behind the caster, arc upwards in a half circle and then fly to the target, but I can't figure out how to make the missile rotate, or how to set a delay between the diffrend phases.
its a brain teaser! if / when you figure it out let us know the exacts you find out! ive been messing with the parabola functions in there, but get bored with that after so many tries of not seeing any change....
@SBeier: Go
The trajectory you're trying to make is rather simple, all you need is a bunch of Throw type phases and a Guidance type phase. The first Throw phase's Throw Vector determines the missile's initial direction, positive Y values mean moving out opposite to the unit's facing direction. A few following Throw phases will then make the missile make turns, e.g. one to make it move in upwards direction followed by one to make it turn forward. What's important here is finding suitable Base and Stop values for the Outro subsection of the Motion Phases dialog. Basically those values mark the start and end times of one phase blending into the following one - the farther the values are apart the longer it takes the missile to make the specified change in direction (effectively increasing the the radius of circular motions). A final Guidance type phase will then make the missile lock onto the target.
I've assembled a simple test map using a modified Marauder missile mover to make them behave as detailed above, see attachment. Another default mover to take a look at might be one of the Phoenix Air Weapon ones, those behave similarly.