Just use the classic system, as in like the actual programming way. Just check and see if the projectile is in contact with a 3D point that is not pathable. Draw a line from the caster the target point on a 2D plane. Then pick each enemy unit in that area. Then draw a 3D line in the same fashion, using the pick each point feature with the 2D line you just created, but on a 3D system. Then if the point is occupied, create a dummy actor at that location, and don't cast the actual ability.
It's actually a lot more complicated than that. Oh I just noticed this forum was from February, I hope this post isn't completely useless. Maybe someone will find use in this.
Other boring stuff v v v
Note that if you are using missiles that do not fire in a line, there is a more complicated method that must be used to find the hit detection. Also, if a unit fires a slower moving missile, like a marauder, there is another way that this must be done. Also note that the above method is not by any means the best way to do this. It is probably the easiest, as it uses all triggers, but is not the most effective. Also, please do not claim that something like this does not cause lag, because it does. On an average computer, a simple keypress trigger like that causes a shit ton of lag. Maybe you don't remember having a shit computer, but I do. Not ripping on this system because, as he said, it does work.
Once again, I hope this wasn't completely useless because this forum was from February. W.E.
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Great to be back and part of the community again!
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Just use the classic system, as in like the actual programming way. Just check and see if the projectile is in contact with a 3D point that is not pathable. Draw a line from the caster the target point on a 2D plane. Then pick each enemy unit in that area. Then draw a 3D line in the same fashion, using the pick each point feature with the 2D line you just created, but on a 3D system. Then if the point is occupied, create a dummy actor at that location, and don't cast the actual ability.
It's actually a lot more complicated than that. Oh I just noticed this forum was from February, I hope this post isn't completely useless. Maybe someone will find use in this.
Other boring stuff v v v
Note that if you are using missiles that do not fire in a line, there is a more complicated method that must be used to find the hit detection. Also, if a unit fires a slower moving missile, like a marauder, there is another way that this must be done. Also note that the above method is not by any means the best way to do this. It is probably the easiest, as it uses all triggers, but is not the most effective. Also, please do not claim that something like this does not cause lag, because it does. On an average computer, a simple keypress trigger like that causes a shit ton of lag. Maybe you don't remember having a shit computer, but I do. Not ripping on this system because, as he said, it does work.
Once again, I hope this wasn't completely useless because this forum was from February. W.E.
Great to be back and part of the community again!