for my map i have units shooting missiles that dont always hit and deal damage in a small splash area
the missiles travel kinda slow, so it happens a lot that two units take each other out simultaneously
however, sometimes (not always it seems) when a unit dies after firing its missiles, those missiles will not explode - no exploding animation, no damage, etc
im thinking maybe there is some kind of validator hidden somewhere that checks if the unit that fired the missile is still alive, but i havent found it yet
Is the method of how they decide when to explode perhaps tied to a behavior that was given to them by the unit that made them? Behaviors quasi-disappear whenever the caster is removed from the game. Without a better understanding of how your missiles work though since there are several methods to do so, it'd be hard to figure out what's going on with this one.
the missile work like normal missiles - they create their explosion/damage effect on impact, so nothing is fancy there or tied to any behaviour or anything
the only thing thats not like with normal sc2 missiles is that before they launch a persistent effect picks a random offset as target point in order to make them randomly miss their target. but the flight path and everything is still normal after the caster unit died, so i dont think that has anything to do with it
Not sure if this will help but I had a similar problem. I made an Item that gives marauders hellstorm missle pods. But I changed the mover so on Motion phase 1 their driver was ballistic instead none, because I wanted the missles to all hit a single target instead of trailing off all helter skelter. When I tested it I found that the missiles that didn't impact the target before it died just did tiny circles at its last known location so I went back and increased the Acceleration and Speed to 18 and decreased the timeout to 1 all one motion phase 1. Now instead of little circles the missles that don't hit Fly off screen pretty fast. Not the prettiest fix but it got the job done for me.
p.s. to avoid any confusion by "motion phase 1" I mean number 1 Hellstorm missles has to motion phases 0 and 1
My guess is that you are missing the actor object for the missile, or that your actor does not have the event that destroys it if it gets orphaned. I am not at home right now to check the exact syntax, but you should already have a "Your Weapon Attack" Actor, and that actor has a missile actor under the Art tab. You want to make sure that this references an actor "Your Attack Missile", and that it is a copy of something that has an equivalent model for. This actor should have in it's events something like "Actor.Oprhan => Destroy" amongst it's events. Hope this helps.
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for my map i have units shooting missiles that dont always hit and deal damage in a small splash area
the missiles travel kinda slow, so it happens a lot that two units take each other out simultaneously
however, sometimes (not always it seems) when a unit dies after firing its missiles, those missiles will not explode - no exploding animation, no damage, etc
im thinking maybe there is some kind of validator hidden somewhere that checks if the unit that fired the missile is still alive, but i havent found it yet
any help would be appreciated
Is the method of how they decide when to explode perhaps tied to a behavior that was given to them by the unit that made them? Behaviors quasi-disappear whenever the caster is removed from the game. Without a better understanding of how your missiles work though since there are several methods to do so, it'd be hard to figure out what's going on with this one.
the missile work like normal missiles - they create their explosion/damage effect on impact, so nothing is fancy there or tied to any behaviour or anything
the only thing thats not like with normal sc2 missiles is that before they launch a persistent effect picks a random offset as target point in order to make them randomly miss their target. but the flight path and everything is still normal after the caster unit died, so i dont think that has anything to do with it
Not sure if this will help but I had a similar problem. I made an Item that gives marauders hellstorm missle pods. But I changed the mover so on Motion phase 1 their driver was ballistic instead none, because I wanted the missles to all hit a single target instead of trailing off all helter skelter. When I tested it I found that the missiles that didn't impact the target before it died just did tiny circles at its last known location so I went back and increased the Acceleration and Speed to 18 and decreased the timeout to 1 all one motion phase 1. Now instead of little circles the missles that don't hit Fly off screen pretty fast. Not the prettiest fix but it got the job done for me.
p.s. to avoid any confusion by "motion phase 1" I mean number 1 Hellstorm missles has to motion phases 0 and 1
@Keldrif: Go
My guess is that you are missing the actor object for the missile, or that your actor does not have the event that destroys it if it gets orphaned. I am not at home right now to check the exact syntax, but you should already have a "Your Weapon Attack" Actor, and that actor has a missile actor under the Art tab. You want to make sure that this references an actor "Your Attack Missile", and that it is a copy of something that has an equivalent model for. This actor should have in it's events something like "Actor.Oprhan => Destroy" amongst it's events. Hope this helps.