True, that would be simpler, but that's basically what this is, except you're adjusting it manually with a defined end point. It's also useful if you aren't sure whether you want to use a missile or a beam.
I'm using both a missle and a beam, having the beam appear only when you hit a unit with the ability. For some reason there is no longer any damage done. This bug appeared when I got the missile dummy to work and I fail to see how those coudl have anything to do with another.
I'm taking a good long look at what I've done so far, trying to understand what went wrong where. It might be obvious to you, though, if you'd be so kind and take a look at my current setup in the data editor.
EDIT: sorry - the damage DOES apply .. I fixed that. But the missle doesnt appear when targetting units, only when targetting points. That's the problem
Thanks, but no, the missle does not show when you target a unit - only the beam does. It only appears when targetting a point, although I use "target unit/point". I need the missile to appear when targetting units also
EDIT: I tried adding my missile launch to the set, and it worked almsot the way I wanted. However, the beam is instant, does damage to target, and the missile won't reach the target until the second after. The effect I am looking for is for the beam to appear when the missile reach the target.
Before I started to work on the missile the beam wasn't instant, but appeared only when the search area detected a unit.
There are a coupple of other issues with the ability also that you might want to know of, or test with the original tutorial beam/missile (since my variant might be a little off).
1. The aim precision is awful - if there are two units right beside one another, and you target one of them, it will just as well hit the other one.
I believe I fixed this by chagning the range of the search area to 0.1 instead of 1. Correct?
2. If you aim right between two units, sometimes, the search area hits both and the effect appears on both of them.
This could also have to do with the radius of the search area? The number of targets should be limited to 1, though. Could I been missing some setting for this?
3. The missile travels along ground and does not collide with cliffs or anything but targettable units. It will travel down and up a cliff, which looks strange. Optimally, a missle should go is past any downward cliff and colllide with any upward cliff (or ramp), I think, and playing the proper impact effect.
This is about tweaking - do you think it's possible?
4. If your caster unit is moving when the missile launches, it will launch in the oposite direction. Not sure if this also applies to the persistent, though.
As a side note, I'm not meaning to critize, just help out.
If you want the beam and missile to sync up, remove the damage effect from the set and add it to the impact of the missile. Make sure the missile's actor receives this change as well. I'm not 100%, but that should work.
1. Yes, the radius of the Search Area will change its precision. The lower the radius, the more periodic offsets you need in your main persistent, but the accuracy will significantly increase.
2. If the maximum unit count on the Search Area is set to 1 (both within the arc parameter AND in the nromal field) this should not happen. The only thing I can think of is that there are two search areas running more or less on top of each other. Make sure your periodic offsets are evenly spaced and as far apart as the radius of your search area. Alternatively, you can try slowing the periodic duration within your persistent effect. This may resolve the issue...it could be that the effect is moving faster than it can buff the caster.
3. To prevent it from travelling along the ground, make sure your missile action actor's events are proper. Make sure the missile action actor's Missile parameter is correct, and set the Launch Assets to AMFilter Weapon (you may not want AMFilterWeapon for all models, but Tosh could use it). As for it going up and down cliffs, I can honestly say, I never thought of that and will look into a solution. It IS possible to prevent that, but I'll have to investigate an effective method.
4. I'll have to test that myself...sounds strange. If you wish, you can force him to stand still while casting if you change your main persistent to have the flag "Channeled"
With a missile, you don't really even need to do anything described in this tutorial. You can just give it a periodic searcher behavior with damage and suicide on impact, make it target a point, and voila, it works.
If you want the beam and missile to sync up, remove the damage effect from the set and add it to the impact of the missile. Make sure the missile's actor receives this change as well. I'm not 100%, but that should work.
I tiried this and the missile and beams are synced, but the damage does nto apply. I set my damage effect as the impact effect for both attack actors - beam and missile. Shouldn't it be enough to refer to the damage effect just once, on impact?
With a missile, you don't really even need to do anything described in this tutorial. You can just give it a periodic searcher behavior with damage and suicide on impact, make it target a point, and voila, it works.
Could I get some help on this?
I made a missile with a periodic searcher. The missile blows up when it hits a unit (which is good). Problem is, it also detonates when it hits the ground (the target of the ability). Odd thing is, sometimes it doesn't hit the ground - the missile will travel indefinitely and gradually "upwards".
My thought is that there's some sort of Z-axis (vertical axis) coordinate that's going into consideration when the target point is passed to the ability to start the shot. Either the point will be set on a trajectory that's going to hit the ground (in which case the missile hits and detonates), or one that will be slightly above parallel to the ground, causing the missile to go up.
My question is, is there some way to fire the missile and have it hold course parallel to the ground, continuing forward until hitting a unit? I've tried to glean some clues from the Lost Viking-style missiles and movers, but I haven't come up with a solution yet.
Disabe the target-checking in the mover (Arrival Test Type -> none), set the driver to throw (or guidance with 0 orientation)
Okay, this works (I assume you meant Arrival Test Type -> Never? I couldn't find "none"), except now the missile doesn't collide/blow up against enemies, even after increasing the search radius...
I tiried this and the missile and beams are synced, but the damage does nto apply. I set my damage effect as the impact effect for both attack actors - beam and missile. Shouldn't it be enough to refer to the damage effect just once, on impact?
I set the damage effect to be the final effect on the Launch Missile effect, and that works. Also, I removed any reference to the damage effect from the attack actors, even the beam, and both still function properly.
Using the final is a workaround, though and I don't understand why I cant do damage on the impact?
Can u post an example of one shot linear attack with missile that flyes towards target point? that impact effect when it hit unit or cliff or just disappears after 30 range
True, that would be simpler, but that's basically what this is, except you're adjusting it manually with a defined end point. It's also useful if you aren't sure whether you want to use a missile or a beam.
I'm using both a missle and a beam, having the beam appear only when you hit a unit with the ability. For some reason there is no longer any damage done. This bug appeared when I got the missile dummy to work and I fail to see how those coudl have anything to do with another.
I'm taking a good long look at what I've done so far, trying to understand what went wrong where. It might be obvious to you, though, if you'd be so kind and take a look at my current setup in the data editor.
EDIT: sorry - the damage DOES apply .. I fixed that. But the missle doesnt appear when targetting units, only when targetting points. That's the problem
Hey, sorry that it took me so long to respond. I've been really busy lately. I'll take a look at it later.
Cool, thanks. I havn't been able to solve it
Hmmm...I'm not quite sure what you're after here. What exactly do you want me to fix? The missile stopping at the target?
If so, just add your Launch Missile effect to your Set.
Thanks, but no, the missle does not show when you target a unit - only the beam does. It only appears when targetting a point, although I use "target unit/point". I need the missile to appear when targetting units also
EDIT: I tried adding my missile launch to the set, and it worked almsot the way I wanted. However, the beam is instant, does damage to target, and the missile won't reach the target until the second after. The effect I am looking for is for the beam to appear when the missile reach the target.
Before I started to work on the missile the beam wasn't instant, but appeared only when the search area detected a unit.
There are a coupple of other issues with the ability also that you might want to know of, or test with the original tutorial beam/missile (since my variant might be a little off).
1. The aim precision is awful - if there are two units right beside one another, and you target one of them, it will just as well hit the other one. I believe I fixed this by chagning the range of the search area to 0.1 instead of 1. Correct?
2. If you aim right between two units, sometimes, the search area hits both and the effect appears on both of them. This could also have to do with the radius of the search area? The number of targets should be limited to 1, though. Could I been missing some setting for this?
3. The missile travels along ground and does not collide with cliffs or anything but targettable units. It will travel down and up a cliff, which looks strange. Optimally, a missle should go is past any downward cliff and colllide with any upward cliff (or ramp), I think, and playing the proper impact effect. This is about tweaking - do you think it's possible?
4. If your caster unit is moving when the missile launches, it will launch in the oposite direction. Not sure if this also applies to the persistent, though.
As a side note, I'm not meaning to critize, just help out.
If you want the beam and missile to sync up, remove the damage effect from the set and add it to the impact of the missile. Make sure the missile's actor receives this change as well. I'm not 100%, but that should work.
1. Yes, the radius of the Search Area will change its precision. The lower the radius, the more periodic offsets you need in your main persistent, but the accuracy will significantly increase.
2. If the maximum unit count on the Search Area is set to 1 (both within the arc parameter AND in the nromal field) this should not happen. The only thing I can think of is that there are two search areas running more or less on top of each other. Make sure your periodic offsets are evenly spaced and as far apart as the radius of your search area. Alternatively, you can try slowing the periodic duration within your persistent effect. This may resolve the issue...it could be that the effect is moving faster than it can buff the caster.
3. To prevent it from travelling along the ground, make sure your missile action actor's events are proper. Make sure the missile action actor's Missile parameter is correct, and set the Launch Assets to AMFilter Weapon (you may not want AMFilterWeapon for all models, but Tosh could use it). As for it going up and down cliffs, I can honestly say, I never thought of that and will look into a solution. It IS possible to prevent that, but I'll have to investigate an effective method.
4. I'll have to test that myself...sounds strange. If you wish, you can force him to stand still while casting if you change your main persistent to have the flag "Channeled"
So what's a good data "suicide" effect setup?
I tiried this and the missile and beams are synced, but the damage does nto apply. I set my damage effect as the impact effect for both attack actors - beam and missile. Shouldn't it be enough to refer to the damage effect just once, on impact?
Could I get some help on this?
I made a missile with a periodic searcher. The missile blows up when it hits a unit (which is good). Problem is, it also detonates when it hits the ground (the target of the ability). Odd thing is, sometimes it doesn't hit the ground - the missile will travel indefinitely and gradually "upwards".
My thought is that there's some sort of Z-axis (vertical axis) coordinate that's going into consideration when the target point is passed to the ability to start the shot. Either the point will be set on a trajectory that's going to hit the ground (in which case the missile hits and detonates), or one that will be slightly above parallel to the ground, causing the missile to go up.
My question is, is there some way to fire the missile and have it hold course parallel to the ground, continuing forward until hitting a unit? I've tried to glean some clues from the Lost Viking-style missiles and movers, but I haven't come up with a solution yet.
Disabe the target-checking in the mover (Arrival Test Type -> none), set the driver to throw (or guidance with 0 orientation)
Okay, this works (I assume you meant Arrival Test Type -> Never? I couldn't find "none"), except now the missile doesn't collide/blow up against enemies, even after increasing the search radius...
I set the damage effect to be the final effect on the Launch Missile effect, and that works. Also, I removed any reference to the damage effect from the attack actors, even the beam, and both still function properly.
Using the final is a workaround, though and I don't understand why I cant do damage on the impact?
The editor won't let me use more than 32 persistent offset coords.
@EntityEnigma: Go
But you can chain persistents or have sets full of them.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
http://rileystarcraft.blogspot.com/2010/06/tutorial-create-missile-weapon.html link is broken =(
Can u post an example of one shot linear attack with missile that flyes towards target point? that impact effect when it hit unit or cliff or just disappears after 30 range