Hi, I want the attack effect (the missile flying towards the target) from a marauder to keep following the target after it blinks. As it is now the missile just vanish when it arrives at the location where the stalker were when it blinked.
1) Does the raven seeker missile keep following a unit after it blinks? If so, you may want to give your marauder missile a Mover similar to the raven seeker missile. It has multiple stages, which might allow the path to be updated. The problem (I think) is that the guidance driver locks on to the target unit's mover - but blink is not part of the stalker's mover, so the missile's lock-on gets broken.
2) a sure-fire way (but requires a potentially huge amount of implementation work) is to move missiles via triggers. You can create true homing missiles this way (I've done it) but you really have to completely rework how missiles operate in order to do this.
3) make the marauder missile move really really quickly.
4) why not just let people dodge missiles? This was a valid strategy in DoTA and look how popular that map is...
Hope these help; I haven't done a lot of mover work so maybe someone who has can be of more help.
3) I don't want it like that if you mean that it will be almost impossible to blink while it's in the air.
4) I'm doing the wc3 map Hungry hungry felhound (where there's a felhound chasing the player with the ball) and made it so when the missile effect hits the target, the target gains 1 energy (1 energy is required to shoot), so the missile HAS to hit.
I thought about just calculating how long it would take for the missile to hit and then just add 1 energy to the target but that's more of a last resort since I rather have the actually effect hitting for game play purpose.
I'm working on Ultris' map as well.
We've had some limited success with Broodlords. The Broodlings follow the target even after they blink. Only problem is remaking the broodling attack to work with the Marauder and the triggers.
We need it so the broodling dies on impact and gives 1 energy to the target.
To make the broodling die on impact you can give the broodling/ball unit a behavior which searches for a collision via a Search Area effect and then kills itself when a unit is found. You can also have the said Search Area effect give a behavior (via Apply Behavior effect) to colliding units which will increase vital - Energy by 1.
The above method will also allow the ball to be intercepted.
That sounds like some good advice, but I'm having trouble applying the ability to the Marauder, as well as editing the models. I'd like the broodling to be a Seeker Missile, but while it sort of works I can't get the broodlings to accept the model pre-launch, can't find the correct field to modify.
Also having trouble making sure that each marauder can spawn new broodlings only when they have 1 energy.
EDIT: wait a minute. might it be possible to use a search area effect to re-target the Seeker Missile?
Hi, I want the attack effect (the missile flying towards the target) from a marauder to keep following the target after it blinks. As it is now the missile just vanish when it arrives at the location where the stalker were when it blinked.
Any ideas?
@Ultris: Go
I have a few ideas...
1) Does the raven seeker missile keep following a unit after it blinks? If so, you may want to give your marauder missile a Mover similar to the raven seeker missile. It has multiple stages, which might allow the path to be updated. The problem (I think) is that the guidance driver locks on to the target unit's mover - but blink is not part of the stalker's mover, so the missile's lock-on gets broken.
2) a sure-fire way (but requires a potentially huge amount of implementation work) is to move missiles via triggers. You can create true homing missiles this way (I've done it) but you really have to completely rework how missiles operate in order to do this.
3) make the marauder missile move really really quickly.
4) why not just let people dodge missiles? This was a valid strategy in DoTA and look how popular that map is...
Hope these help; I haven't done a lot of mover work so maybe someone who has can be of more help.
@xenrathe: Go
1) I've tested this and it doesn't work
2) Ok, do you have an example I can look at?
3) I don't want it like that if you mean that it will be almost impossible to blink while it's in the air.
4) I'm doing the wc3 map Hungry hungry felhound (where there's a felhound chasing the player with the ball) and made it so when the missile effect hits the target, the target gains 1 energy (1 energy is required to shoot), so the missile HAS to hit.
I thought about just calculating how long it would take for the missile to hit and then just add 1 energy to the target but that's more of a last resort since I rather have the actually effect hitting for game play purpose.
@Ultris: Go
lol, see your other thread :P
I'm working on Ultris' map as well. We've had some limited success with Broodlords. The Broodlings follow the target even after they blink. Only problem is remaking the broodling attack to work with the Marauder and the triggers.
We need it so the broodling dies on impact and gives 1 energy to the target.
@Mreaper: Go
To make the broodling die on impact you can give the broodling/ball unit a behavior which searches for a collision via a Search Area effect and then kills itself when a unit is found. You can also have the said Search Area effect give a behavior (via Apply Behavior effect) to colliding units which will increase vital - Energy by 1.
The above method will also allow the ball to be intercepted.
That sounds like some good advice, but I'm having trouble applying the ability to the Marauder, as well as editing the models. I'd like the broodling to be a Seeker Missile, but while it sort of works I can't get the broodlings to accept the model pre-launch, can't find the correct field to modify.
Also having trouble making sure that each marauder can spawn new broodlings only when they have 1 energy.
EDIT: wait a minute. might it be possible to use a search area effect to re-target the Seeker Missile?
this is first link @google by "missile blink site:sc2mapster.com"
and im making same type of map :D so, i'll explain how:
- remove "validate teleport" from launch effect flag