I experimented with the movers quite a lot; I used to make use of the arrival type never, but tbh thats not that useful, because in this case you only have the option to specify a maximum range via a lifetime (a behavior or something); if you use a persistent effect offset instead, you can specify an actual range, which is much more useful imo (also you don't need to mess with the movers ;) )
Also, if you set them to never arrive, you basically lose control of the missile. For straight path missiles, this is not a huge problem, but if you want some more advanced flight path, like curved or something, the missile might behave strangely, if it isn't able to reach its target.
From my experiments, persistent offsets are the way to go for point-target colliding projectiles.
Note, that this method does not provide the correct kill credit (if this is of any importance for your map). The caster will not get a kill, but the missile projectile unit.
To circumvent this, you can either use the Kill Credit field of the behavior and let your caster apply it to the projectile unit, or you skip the behavior.
Also, please let me know, if you find a data solution to the cliff collision. I know of 2 solutions, which both have their shortcomings (the pathing check and a cliff level comparison, which makes the projectile collide with ramps and not with doodads, also it looks awkward)
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
@OneTwoSC: Go
I experimented with the movers quite a lot; I used to make use of the arrival type never, but tbh thats not that useful, because in this case you only have the option to specify a maximum range via a lifetime (a behavior or something); if you use a persistent effect offset instead, you can specify an actual range, which is much more useful imo (also you don't need to mess with the movers ;) )
Also, if you set them to never arrive, you basically lose control of the missile. For straight path missiles, this is not a huge problem, but if you want some more advanced flight path, like curved or something, the missile might behave strangely, if it isn't able to reach its target.
From my experiments, persistent offsets are the way to go for point-target colliding projectiles.
Note, that this method does not provide the correct kill credit (if this is of any importance for your map). The caster will not get a kill, but the missile projectile unit.
To circumvent this, you can either use the Kill Credit field of the behavior and let your caster apply it to the projectile unit, or you skip the behavior.
Also, please let me know, if you find a data solution to the cliff collision. I know of 2 solutions, which both have their shortcomings (the pathing check and a cliff level comparison, which makes the projectile collide with ramps and not with doodads, also it looks awkward)