Since the random effect is not completely without bias you need to create a peristent effect with the Random Effect flag checked that has one of the Effect - Period Effects linking to a series of second periodic effects which do the same and so on. Eventually you get to the periodic effects that do the actual launch missile effects which are limited to 32 effects each. To ensure complete damage coverage you will have to order potential damage regions into a hexagonal mesh. Presuming you only had two layers of Create Persistent effects with the first leading to 4 random create persistent effects then you could order it that the haxagons of the region were taken up by repeated sequential order.
The end result would be that the missile would be randomly launched by one of the 4 create persistent effects that would then be randomly launched to one of the potential impact sites and since there are two sets of create persistent with random effects involved the random sampling error would be reduced to that of the square root of one create persistent effect.
If you want it to always hit the target then you are not wanting it to be random and I suggest my first suggestion of making it purely an actor thing to give the visual impression of being random.
Use the SOp (Random Point In Circle) and atach that to the impack site Site actor if you want it to be purely visual. If you want it to be actual damage effects you are after a chain of about 4 different create persistent effects that choose one of the periodic effects at random that eventually leads to a periodic that does the launch missile effect at an offset.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Since the random effect is not completely without bias you need to create a peristent effect with the Random Effect flag checked that has one of the Effect - Period Effects linking to a series of second periodic effects which do the same and so on. Eventually you get to the periodic effects that do the actual launch missile effects which are limited to 32 effects each. To ensure complete damage coverage you will have to order potential damage regions into a hexagonal mesh. Presuming you only had two layers of Create Persistent effects with the first leading to 4 random create persistent effects then you could order it that the haxagons of the region were taken up by repeated sequential order.
The end result would be that the missile would be randomly launched by one of the 4 create persistent effects that would then be randomly launched to one of the potential impact sites and since there are two sets of create persistent with random effects involved the random sampling error would be reduced to that of the square root of one create persistent effect.
If you want it to always hit the target then you are not wanting it to be random and I suggest my first suggestion of making it purely an actor thing to give the visual impression of being random.
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
Use the SOp (Random Point In Circle) and atach that to the impack site Site actor if you want it to be purely visual. If you want it to be actual damage effects you are after a chain of about 4 different create persistent effects that choose one of the periodic effects at random that eventually leads to a periodic that does the launch missile effect at an offset.
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