haha your welcome! I thought it was pretty damn cool so I messaged Progammer and told him to check it out, and wondering if it was newsworthy... he replied with a "yep its news worthy" and there ya go :P Keep up the good work.
The only thing about straight shot that is a problem is that the shield pulse animation doesn't show up. Does anyone know how to fix this? I couldn't get it to work when I made my own before, and this one also doesn't have it.
Otherwise, It works perfectly. For fun, i made a persistent effect, with a bunch of offsets making a circle, and applied the launch effect with the persistent, and it throws impact projectiles around the point you targeted, The new psi storm!.
Edit: I cant get kill credit to work either, and I wonder if that is related.
Neither of those work for some reason, seeing as I am using a default damage effect, specifically the battle-cruiser air attack, And I tried adding kills to caster with all of the possible arguments for the launch, and that didn't work either. I will attach the map, In case there is an obvious mistake that I missed.
Edit: Oh, and the problem is not the usage of a battlecruiser/pd drone model, seeing as I modified them to have the animation, its on the attack side.
Another less serious problem would be how to set where the missile comes from on the battle-cruiser/pd model, since I cant figure it out, it appears in the center.
Edit2: I changed the damage effect to use the scv fusion cutter damage, and the shield fx at least worked fine, so im scratching my head here.
Edit3: The problem with the shield pulse is that using the impact token in an action actor implies that a missile impacted, while using the attack would be a direct attack with no projectile. That part is fixed now. I still cannot figure out how to make the kill credit apply however.
Hey, I was just wondering if any on you could help.
I imported the Straight Shot ability and I want to modify it a bit.
How would I make it so the actual projectile shot out doesn't go straight to the ground. I am trying to use it for a laser attack on a Phoenix, whenever the player left clicks it casts the ability at the clicked point. I would like the projectile to just go forward and maintain the same height the whole time.
Also, how would I go about removing the whole cliff detection thingy, the projectile just blows up when it collides with level 1 terrain (the whole map is in space but you can fly over some pieces of land).
Behaviours on missiles refuse to give kills to their creators. You could try granting the unit kills manually through triggers. Otherwise you'll need to use an alternative option, like a Search Area with zero arc and TSDistance as a Target Sort.
To remove cliff detection, go into the Straight Shot Behaviour and change the periodic effect to the Search effect. I imagine that would solve your problem.
Stopping it from hitting the ground is more difficult. I would suggest looking into a custom mover for the missile.
Little update for anybody who reads this. There is an alternative method for ensuring that the caster is creditted with kills when using the Straight Shot ability.
All you need to do is apply the "Kills to Caster" behaviour to the missile upon creation. Use the "Launch Effect" field in the Launch Missile effect in order to accomplish that.
Keuken mentioned this above, but I have since tested it and can confirm it. (thanks for the prod in the right direction Keuken!)
i have something for you.if your still doing data assets that is i could use some defiler spells (i don't need consume) and i know you said you won't do models but that's no problem for me atm
i do currently have a defiler model so its no problem.
@wingednosering: Go
haha your welcome! I thought it was pretty damn cool so I messaged Progammer and told him to check it out, and wondering if it was newsworthy... he replied with a "yep its news worthy" and there ya go :P Keep up the good work.
@BorgDragon: Go
Awesome, thanks :).
The only thing about straight shot that is a problem is that the shield pulse animation doesn't show up. Does anyone know how to fix this? I couldn't get it to work when I made my own before, and this one also doesn't have it.
Otherwise, It works perfectly. For fun, i made a persistent effect, with a bunch of offsets making a circle, and applied the launch effect with the persistent, and it throws impact projectiles around the point you targeted, The new psi storm!.
Edit: I cant get kill credit to work either, and I wonder if that is related.
For the Shield Pulse, just add a standard attack actor for the damage effect.
Kill Credit can be achieved by applying the KillsToCaster Behavior to the missile by the Launch Effect - Field of the Launch Missile effect.
Neither of those work for some reason, seeing as I am using a default damage effect, specifically the battle-cruiser air attack, And I tried adding kills to caster with all of the possible arguments for the launch, and that didn't work either. I will attach the map, In case there is an obvious mistake that I missed.
Edit: Oh, and the problem is not the usage of a battlecruiser/pd drone model, seeing as I modified them to have the animation, its on the attack side.
Another less serious problem would be how to set where the missile comes from on the battle-cruiser/pd model, since I cant figure it out, it appears in the center.
Edit2: I changed the damage effect to use the scv fusion cutter damage, and the shield fx at least worked fine, so im scratching my head here.
Edit3: The problem with the shield pulse is that using the impact token in an action actor implies that a missile impacted, while using the attack would be a direct attack with no projectile. That part is fixed now. I still cannot figure out how to make the kill credit apply however.
Hey, I was just wondering if any on you could help. I imported the Straight Shot ability and I want to modify it a bit.
How would I make it so the actual projectile shot out doesn't go straight to the ground. I am trying to use it for a laser attack on a Phoenix, whenever the player left clicks it casts the ability at the clicked point. I would like the projectile to just go forward and maintain the same height the whole time. Also, how would I go about removing the whole cliff detection thingy, the projectile just blows up when it collides with level 1 terrain (the whole map is in space but you can fly over some pieces of land).
Thanks.
@Ranakastrasz: Go
Behaviours on missiles refuse to give kills to their creators. You could try granting the unit kills manually through triggers. Otherwise you'll need to use an alternative option, like a Search Area with zero arc and TSDistance as a Target Sort.
@c0rnbread: Go
To remove cliff detection, go into the Straight Shot Behaviour and change the periodic effect to the Search effect. I imagine that would solve your problem.
Stopping it from hitting the ground is more difficult. I would suggest looking into a custom mover for the missile.
@wingednosering: Go
Okay cool, thanks!
Little update for anybody who reads this. There is an alternative method for ensuring that the caster is creditted with kills when using the Straight Shot ability.
All you need to do is apply the "Kills to Caster" behaviour to the missile upon creation. Use the "Launch Effect" field in the Launch Missile effect in order to accomplish that.
Keuken mentioned this above, but I have since tested it and can confirm it. (thanks for the prod in the right direction Keuken!)
i have something for you.if your still doing data assets that is i could use some defiler spells (i don't need consume) and i know you said you won't do models but that's no problem for me atm i do currently have a defiler model so its no problem.