Disabe the target-checking in the mover (Arrival Test Type -> none), set the driver to throw (or guidance with 0 orientation)
Okay, this works (I assume you meant Arrival Test Type -> Never? I couldn't find "none"), except now the missile doesn't collide/blow up against enemies, even after increasing the search radius...
With a missile, you don't really even need to do anything described in this tutorial. You can just give it a periodic searcher behavior with damage and suicide on impact, make it target a point, and voila, it works.
Could I get some help on this?
I made a missile with a periodic searcher. The missile blows up when it hits a unit (which is good). Problem is, it also detonates when it hits the ground (the target of the ability). Odd thing is, sometimes it doesn't hit the ground - the missile will travel indefinitely and gradually "upwards".
My thought is that there's some sort of Z-axis (vertical axis) coordinate that's going into consideration when the target point is passed to the ability to start the shot. Either the point will be set on a trajectory that's going to hit the ground (in which case the missile hits and detonates), or one that will be slightly above parallel to the ground, causing the missile to go up.
My question is, is there some way to fire the missile and have it hold course parallel to the ground, continuing forward until hitting a unit? I've tried to glean some clues from the Lost Viking-style missiles and movers, but I haven't come up with a solution yet.
With a missile, you don't really even need to do anything described in this tutorial. You can just give it a periodic searcher behavior with damage and suicide on impact, make it target a point, and voila, it works.
So what's a good data "suicide" effect setup?
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Okay, this works (I assume you meant Arrival Test Type -> Never? I couldn't find "none"), except now the missile doesn't collide/blow up against enemies, even after increasing the search radius...
Could I get some help on this?
I made a missile with a periodic searcher. The missile blows up when it hits a unit (which is good). Problem is, it also detonates when it hits the ground (the target of the ability). Odd thing is, sometimes it doesn't hit the ground - the missile will travel indefinitely and gradually "upwards".
My thought is that there's some sort of Z-axis (vertical axis) coordinate that's going into consideration when the target point is passed to the ability to start the shot. Either the point will be set on a trajectory that's going to hit the ground (in which case the missile hits and detonates), or one that will be slightly above parallel to the ground, causing the missile to go up.
My question is, is there some way to fire the missile and have it hold course parallel to the ground, continuing forward until hitting a unit? I've tried to glean some clues from the Lost Viking-style missiles and movers, but I haven't come up with a solution yet.
So what's a good data "suicide" effect setup?