Is it possible to have a missile that travels in a spiral outwards from the source? Not one that spirals around the axis of fire but rather one that will essentially travel forward with a left/right turn constantly on.
I attempted to make a Throw mover that had an X vector in it... but that just affected the initial launch direction and not the movement of the missile beyond that. I also tried to make it so the missile didn't move in any direction (thinking maybe the axis of fire would then stay where it was fired from) and added a Revolver motion overlay. That didn't work either, didn't even see the revolver overlay take effect... possibly due to the missile not moving anywhere.
I suppose I could go about doing it with triggers... I've already made a missile that orbits a unit with triggers. Perhaps I can edit that so that the offset distance from the source gets larger and larger over time but that just sounds annoying. Any suggestions on how to go about doing this?
Side note: When looking at the overlays, I noticed a type called Orbit. Any idea how that works? I tried fiddling with it a little but I couldn't quite figure out what fields changed the overlay (since there's just revolver and wave options to change) or how exactly it affected the mover (all I saw was the missile going forward, then backward, repeat... but always ending up traveling more forward so it actually gained distance).
@Yumeii - You can make a longer outro blend so that the Throw Driver will continue to curve the missile's path beyond the initial launch. I wasn't able to pin down exactly what orbit does, but I also haven't revisited it since I made the tutorial. I'll probably take another look at it when I have time to add more to the tutorial about various other discoveries I've mad.
You said in the tutorial for every guidance motion, there should be an orientation vector Orientation: Yaw: 4; Pitch: 4; Roll: 4.
However in your testmap your Orientation values are more like 5000. If you use 4, the mover does not work properly. Might want to change that for people who do not have a look at your testmap ;)
I actually did put 4, but it automatically changes the values based on the number you put in. Try other values and watch what it does to see what I mean.
I haven't worked out the specifics, but I found 4 was changed to a number that looked best. You can actually take the number it changes to and copy that value in another mover and it doesn't change it, but it's obviously easier to just hit 4 and let the editor convert it for you.
You misunderstood me, I think. If you enter 4, it gets changed to 3.8xx . However for your movers in the testmap there is a value, which is more like 5500 (not 5.5 but 5 thousand).
If I enter 4, the missile does not work; it flies in a straight line with almost no guidance at all. Around 100 there is some guidance with some room for missing moving targets and with 5500 I have this instant turning guidance missiles you probably want to achieve with this motion phase.
Then this is a change caused by one of the patches after I made the tutorial. I've updated the tutorial with new values that will work with the patched version. When I made the tutorial, 4 is what was automatically changed to 5500 which is what worked at the time.
Hey awesome guide, but, what if I wanted to make it bounce up and down? Would I have to do that in effects and apply it to the missile? Or, can I do this as a mover?
You can change the axis for a Zig-Zag mover so that it bounces up and down rather than side to side. Z would be up and down and Y would be back and forth (the 2steps forward, 1step back concept).
Hey I setup an ability that essentially uses a dropship as a missile, and I'm trying to make it take off at an angle, fly in a straight line towards it's destination, then land at a similar angle that it took off.
I realize it's possible to adjust it's trajectory prior to being guided towards the target, but is it possible to setup the mover to have a controlled angle of departure that continues until it reaches it's destination?
Also, it's building that's launching the dropship so when it takes off it only goes in 1 direction because the building can't turn, so in a sense I have to make the dropship fly up first, then it flies directly into it's target, I want to make it so it flies directly up, then in a level straight line towards its target, but then when it reaches it's target, I want to try and make it angle back down the same way it took off.
Is something like that possible?
If not, I can just turn it into a unit and guide it through triggers, but if I can get it to work 100% as a missile that would save me ton's of time. In a sense it works how it is, it just looks wierd because it flies in a descending matter since it's technically still a missile.
They have motion phases and in each motion phase you can change the angle and arc of movement. Though Missile movers are still a ways over my head. Youll get a good idea how motion phases work from prozaicmuze's tutorial, but it doesnt end there. If you wanna be a missile master youll need to spend alot of time figuring out what all those values do.... theres a ton of values on the movers.
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If I may ask how do u make a missile start on the Target point, and come down as a nuke? It seems the nuke doesn't has any Mover. Tried to set an offest of the point but the missile seems to be there at the start. Any solutions?
How do I destroy/remove the missile before it arrives at the target or
is there a way to guide the missile to NOT attack the unit in the end...
Is there a way to make the missile make spirals instantly. Now it
launches from the caster and moves a bit forward before starting the
spiral
You can destroy the missile with a Damage effect by enabling kill under Flags. You would need to apply this through a Behavior on the missile. This would let you set a specific timer that kills the missile after that time passes.
To impact early, you can change the Impact Range on the Launch Missile effect. This determines how far from the target the missile has to be before it can "blow up"
To spiral immediately, simply remove the Throw Phase from the driver. This is what's causing it to lead out before spiraling.
If I may ask how do u make a missile start on the Target point, and come
down as a nuke? It seems the nuke doesn't has any Mover. Tried to set an
offest of the point but the missile seems to be there at the start. Any
solutions?
This is actually something I haven't tried myself, but I would assume you would need to create a persistent at the location that launches the missile for the caster. You'd also need to set the height of this persistent up in the air so that it travels down to the target location.
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Is it possible to have a missile that travels in a spiral outwards from the source? Not one that spirals around the axis of fire but rather one that will essentially travel forward with a left/right turn constantly on.
I attempted to make a Throw mover that had an X vector in it... but that just affected the initial launch direction and not the movement of the missile beyond that. I also tried to make it so the missile didn't move in any direction (thinking maybe the axis of fire would then stay where it was fired from) and added a Revolver motion overlay. That didn't work either, didn't even see the revolver overlay take effect... possibly due to the missile not moving anywhere.
I suppose I could go about doing it with triggers... I've already made a missile that orbits a unit with triggers. Perhaps I can edit that so that the offset distance from the source gets larger and larger over time but that just sounds annoying. Any suggestions on how to go about doing this?
Side note: When looking at the overlays, I noticed a type called Orbit. Any idea how that works? I tried fiddling with it a little but I couldn't quite figure out what fields changed the overlay (since there's just revolver and wave options to change) or how exactly it affected the mover (all I saw was the missile going forward, then backward, repeat... but always ending up traveling more forward so it actually gained distance).
@Yumeii - You can make a longer outro blend so that the Throw Driver will continue to curve the missile's path beyond the initial launch. I wasn't able to pin down exactly what orbit does, but I also haven't revisited it since I made the tutorial. I'll probably take another look at it when I have time to add more to the tutorial about various other discoveries I've mad.
You said in the tutorial for every guidance motion, there should be an orientation vector Orientation: Yaw: 4; Pitch: 4; Roll: 4.
However in your testmap your Orientation values are more like 5000. If you use 4, the mover does not work properly. Might want to change that for people who do not have a look at your testmap ;)
I actually did put 4, but it automatically changes the values based on the number you put in. Try other values and watch what it does to see what I mean.
I haven't worked out the specifics, but I found 4 was changed to a number that looked best. You can actually take the number it changes to and copy that value in another mover and it doesn't change it, but it's obviously easier to just hit 4 and let the editor convert it for you.
You misunderstood me, I think. If you enter 4, it gets changed to 3.8xx . However for your movers in the testmap there is a value, which is more like 5500 (not 5.5 but 5 thousand).
If I enter 4, the missile does not work; it flies in a straight line with almost no guidance at all. Around 100 there is some guidance with some room for missing moving targets and with 5500 I have this instant turning guidance missiles you probably want to achieve with this motion phase.
Then this is a change caused by one of the patches after I made the tutorial. I've updated the tutorial with new values that will work with the patched version. When I made the tutorial, 4 is what was automatically changed to 5500 which is what worked at the time.
(I made the tutorial back in the beta)
@ProzaicMuze: Go
Hey awesome guide, but, what if I wanted to make it bounce up and down? Would I have to do that in effects and apply it to the missile? Or, can I do this as a mover?
You can change the axis for a Zig-Zag mover so that it bounces up and down rather than side to side. Z would be up and down and Y would be back and forth (the 2steps forward, 1step back concept).
Hey I setup an ability that essentially uses a dropship as a missile, and I'm trying to make it take off at an angle, fly in a straight line towards it's destination, then land at a similar angle that it took off.
I realize it's possible to adjust it's trajectory prior to being guided towards the target, but is it possible to setup the mover to have a controlled angle of departure that continues until it reaches it's destination?
Also, it's building that's launching the dropship so when it takes off it only goes in 1 direction because the building can't turn, so in a sense I have to make the dropship fly up first, then it flies directly into it's target, I want to make it so it flies directly up, then in a level straight line towards its target, but then when it reaches it's target, I want to try and make it angle back down the same way it took off.
Is something like that possible?
If not, I can just turn it into a unit and guide it through triggers, but if I can get it to work 100% as a missile that would save me ton's of time. In a sense it works how it is, it just looks wierd because it flies in a descending matter since it's technically still a missile.
@Zackreaver: Go
yes that is possible.
They have motion phases and in each motion phase you can change the angle and arc of movement. Though Missile movers are still a ways over my head. Youll get a good idea how motion phases work from prozaicmuze's tutorial, but it doesnt end there. If you wanna be a missile master youll need to spend alot of time figuring out what all those values do.... theres a ton of values on the movers.
I'm assuming you want something like up, angled up, flat path, angled down, land. . . right?
You can do this with throw/guidance movers.
You'd do Throw > Throw > Throw > Throw > Guidance
How do I destroy/remove the missile before it arrives at the target or is there a way to guide the missile to NOT attack the unit in the end...
thx
Is there a way to make the missile make spirals instantly. Now it launches from the caster and moves a bit forward before starting the spiral
If I may ask how do u make a missile start on the Target point, and come down as a nuke? It seems the nuke doesn't has any Mover. Tried to set an offest of the point but the missile seems to be there at the start. Any solutions?
You can destroy the missile with a Damage effect by enabling kill under Flags. You would need to apply this through a Behavior on the missile. This would let you set a specific timer that kills the missile after that time passes.
To impact early, you can change the Impact Range on the Launch Missile effect. This determines how far from the target the missile has to be before it can "blow up"
To spiral immediately, simply remove the Throw Phase from the driver. This is what's causing it to lead out before spiraling.
This is actually something I haven't tried myself, but I would assume you would need to create a persistent at the location that launches the missile for the caster. You'd also need to set the height of this persistent up in the air so that it travels down to the target location.