I am following the fireball tutorial to create a weapon for my little game but I need to modify it in a specific way and I am having a bit of trouble.
I need to create a weapon that fires a projectile an infinite range. So it just goes off the map if it doesn't hit anything. The problem is that when I set the range offsets to 500, the missile no longer goes in the correct direction. It is always at least slightly off, and sometimes significantly off. Earlier in the thread you said "If you want it to travel indefinitely, change the used mover's target checking to never." But I cannot find 'target checking' on the mover anywhere and I don't know if this is the problem you meant to solve with that suggestion.
Yeah, if you set it to 500, the target point is likely off the playable map. The game engine will automaticaly change the point, so it slightly offsets.
You will need to do a line check to see how far to the edge, and set that as target point.
A line check just checks in a straight line from your current position. The purpose is to find a point just near the edge of map, and use that as your target point.
Get it to use a Set effect. That will be placed at the nearest target/point at the map border which will ensure your missile is not aimed at a hypotenuse.
My turn sensor system had a similar issue.
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I followed this tutorial to give my units actual projectile auto-attacks, and it works well. However I've run into a bit of a snag. To get the most space on my map I use scaled down units and I've found that my projectile does splash damage to a fair few units when they're near each other. It's suppose to be a sniper rifle, it's only suppose to kill the unit it hits. I can't solve this with the splash dmg settings as it insists on doing splash damage even when I outright remove them. Is there any way to force it to only effect the target it hits? Like a "max units effected" sort of thing? I've been all over it and I can't find anything like that.
Is it better to use Persistent effects instead of Buff behaviors for simple collision (in terms of the CPU/processor usage)? I'm wondering because of how Buffs allow only a single duration/effect whereas the versatile Persistents support arrays of durations/effects. (Is it even better in terms of disk space/load-time as you no longer need Destroy Persistent effects?)
@Colt556: If you're still stumped I think the Maximum Count field in the Search Area effect's Areas+ is what you're looking for.
Oh cool, although I think Launch Missile effect is out of the question in my case. (I'm using triggers to have the "missile" (unit) orbit another unit like a planet.)
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I am following the fireball tutorial to create a weapon for my little game but I need to modify it in a specific way and I am having a bit of trouble.
I need to create a weapon that fires a projectile an infinite range. So it just goes off the map if it doesn't hit anything. The problem is that when I set the range offsets to 500, the missile no longer goes in the correct direction. It is always at least slightly off, and sometimes significantly off. Earlier in the thread you said "If you want it to travel indefinitely, change the used mover's target checking to never." But I cannot find 'target checking' on the mover anywhere and I don't know if this is the problem you meant to solve with that suggestion.
Anyone have any ideas?
Yeah, if you set it to 500, the target point is likely off the playable map. The game engine will automaticaly change the point, so it slightly offsets. You will need to do a line check to see how far to the edge, and set that as target point.
I really appreciate your input. Could you explain in more detail what a line check is exactly and how I can implement it?
@rtschutter: Go
A line check just checks in a straight line from your current position. The purpose is to find a point just near the edge of map, and use that as your target point.
I understand the concept but I am not sure how you intend for it to be implemented. Is this possible through data?
Get it to use a Set effect. That will be placed at the nearest target/point at the map border which will ensure your missile is not aimed at a hypotenuse.
My turn sensor system had a similar issue.
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
Bit of a necro post, but alas.
I followed this tutorial to give my units actual projectile auto-attacks, and it works well. However I've run into a bit of a snag. To get the most space on my map I use scaled down units and I've found that my projectile does splash damage to a fair few units when they're near each other. It's suppose to be a sniper rifle, it's only suppose to kill the unit it hits. I can't solve this with the splash dmg settings as it insists on doing splash damage even when I outright remove them. Is there any way to force it to only effect the target it hits? Like a "max units effected" sort of thing? I've been all over it and I can't find anything like that.
Thanks in advance for any help.
Is it better to use Persistent effects instead of Buff behaviors for simple collision (in terms of the CPU/processor usage)? I'm wondering because of how Buffs allow only a single duration/effect whereas the versatile Persistents support arrays of durations/effects. (Is it even better in terms of disk space/load-time as you no longer need Destroy Persistent effects?)
@Colt556: If you're still stumped I think the Maximum Count field in the Search Area effect's Areas+ is what you're looking for.
i would use the periodic event on the launch missile effect which was added latelty.
Oh cool, although I think Launch Missile effect is out of the question in my case. (I'm using triggers to have the "missile" (unit) orbit another unit like a planet.)