I made a 'collision missile' sort of ability; it fires a missile that travels 20 units in a direction, dealing damage the first enemy unit it meets on the way and destroying itself (the missile). This was done in the data editor (ability casts -> create persistent -> launch missile w/ offset -> add buff to missile -> buff periodically searches for enemies).
I've run into a major problem: for some reason, the ability does not work at certain angles (from the casting unit). These angles are constant within a game, but not between games; it's as if, at the start of the game, something is selecting a range of angles and forbidding the ability from working at those angles. I really have no clue as to why this happens, so I'd like someone to help out. My test map is attached to this post.
Aside from that, I've also got a bunch questions about projectiles/missiles:
1. [ignore this one] How do you alter the flying height of the projectile?
2. How do you make it so that, say, the missile is launched from the unit's weapon? To me, actor and hosting operation tutorials are massive walls of blinding (text) pain, so I'd be grateful if someone could tell me the steps to be taken to accomplish this (specifically for the ability I made in the test map).
3. How do you add SFX and sound when the missile is fired and when it dies (explodes)?
4. How do you make it so that missiles can or cannot hit other missiles? I did notice the 'missile' field in target filters, but is that all that needs to be altered? There's stuff like ammo life...
...And that might be it.
To those that answer, thanks in advance.
Riley's Missile Tutorial is Really good. Will help you with your Sound and Impact Actors and is very easy to follow. None of that Painful Text you were complaining about.
Do you mean this tutorial?: http://rileystarcraft.blogspot.com/2010/06/tutorial-create-missile-weapon.html
Thanks, I didn't read that before, and it certainly isn't difficult to follow. However, that tutorial is very specific in that it refers to making missiles fired by weapons from units, so it seems like it wouldn't be of that much assistance as my missile is fired by an ability.
I did try setting the Impact and Launch effect tokens of the missile turret's attack actor to my missile effects, but that did nothing but add a Launch effect sound; Impact effect sound was inexistent (unless I became temporarily deaf).
No SFX was to be seen, perhaps because the missile was still traveling at ground level (which I forgot to mention. That's why I asked how to alter flying height).
I didn't watch all of it, but that custom weapon tutorial doesn't seem to suit my needs. It mainly uses trigger editor, and I want to be able to do this with the data editor.
Still unable to solve my problem, but I did find out something.
It turns out that my missile's attack actor had the Impact Sound field accidentally set to 'mammoth fossils'. When I set my ability to fire the 'launch missile' effect directly, mammoth fossils spawned at the targeted points. These fossils did not spawn when I was originally testing the ability (the ability fired the missile through a 'create persistent' effect, which ran the 'launch missile' effect with an offset), therefore I think that firing the missile through a 'create persistent' effect ignores some elements of impact. I don't really know what that implies, though.
My apologies... I linked to his main page. Here's the tutorial for custom weapons. Yes, he used triggers, but the effect is the same.
You may be able to DL Progammer's portal gun and work backwards from his work using it as an example. He created all of that through only the DE. If that doesn't work, I'd suggest posting around here a bit more (3/5 of your posts are in this thread) and you may either stumble on your answer or find someone else that is working on the same issue. I'm not all that familiar with the DE yet though and can't help you if you're dead set on that route.
I made a 'collision missile' sort of ability; it fires a missile that travels 20 units in a direction, dealing damage the first enemy unit it meets on the way and destroying itself (the missile). This was done in the data editor (ability casts -> create persistent -> launch missile w/ offset -> add buff to missile -> buff periodically searches for enemies).
I've run into a major problem: for some reason, the ability does not work at certain angles (from the casting unit). These angles are constant within a game, but not between games; it's as if, at the start of the game, something is selecting a range of angles and forbidding the ability from working at those angles. I really have no clue as to why this happens, so I'd like someone to help out. My test map is attached to this post.
Aside from that, I've also got a bunch questions about projectiles/missiles:
1. [ignore this one] How do you alter the flying height of the projectile?
2. How do you make it so that, say, the missile is launched from the unit's weapon? To me, actor and hosting operation tutorials are massive walls of blinding (text) pain, so I'd be grateful if someone could tell me the steps to be taken to accomplish this (specifically for the ability I made in the test map).
3. How do you add SFX and sound when the missile is fired and when it dies (explodes)?
4. How do you make it so that missiles can or cannot hit other missiles? I did notice the 'missile' field in target filters, but is that all that needs to be altered? There's stuff like ammo life...
...And that might be it. To those that answer, thanks in advance.
Bump?
@Mizzinx: Go
Riley's Missile Tutorial is Really good. Will help you with your Sound and Impact Actors and is very easy to follow. None of that Painful Text you were complaining about.
Do you mean this tutorial?: http://rileystarcraft.blogspot.com/2010/06/tutorial-create-missile-weapon.html Thanks, I didn't read that before, and it certainly isn't difficult to follow. However, that tutorial is very specific in that it refers to making missiles fired by weapons from units, so it seems like it wouldn't be of that much assistance as my missile is fired by an ability.
I did try setting the Impact and Launch effect tokens of the missile turret's attack actor to my missile effects, but that did nothing but add a Launch effect sound; Impact effect sound was inexistent (unless I became temporarily deaf). No SFX was to be seen, perhaps because the missile was still traveling at ground level (which I forgot to mention. That's why I asked how to alter flying height).
Check out the tutorials here: http://www.youtube.com/user/GalaxyEditorTutorial
He has a tutorial on custom weapons that may answer some or all of your questions. :)
Hope this helps
@InsanitySektor: Go
I didn't watch all of it, but that custom weapon tutorial doesn't seem to suit my needs. It mainly uses trigger editor, and I want to be able to do this with the data editor.
Thanks anyway though.
Bump.
Still unable to solve my problem, but I did find out something. It turns out that my missile's attack actor had the Impact Sound field accidentally set to 'mammoth fossils'. When I set my ability to fire the 'launch missile' effect directly, mammoth fossils spawned at the targeted points. These fossils did not spawn when I was originally testing the ability (the ability fired the missile through a 'create persistent' effect, which ran the 'launch missile' effect with an offset), therefore I think that firing the missile through a 'create persistent' effect ignores some elements of impact. I don't really know what that implies, though.
Bump!
Is nobody able to help me? I've spent quite some time looking around the data editor and messing with values, but with no avail.
(I hope I'm not bumping this too frequently; I can't find a rules thread.)
My apologies... I linked to his main page. Here's the tutorial for custom weapons. Yes, he used triggers, but the effect is the same.
You may be able to DL Progammer's portal gun and work backwards from his work using it as an example. He created all of that through only the DE. If that doesn't work, I'd suggest posting around here a bit more (3/5 of your posts are in this thread) and you may either stumble on your answer or find someone else that is working on the same issue. I'm not all that familiar with the DE yet though and can't help you if you're dead set on that route.
Best of luck
http://www.youtube.com/user/GalaxyEditorTutorial#p/search/0/Om6hlErVTVw
[edit] Just went back and re-read your reply... you did get to the correct video; so disregard that portion of my reply. :D