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    posted a message on Help with custom attacks

    It depends on what gun the unit use, some projectiles damage in a straight line, other dies when they hit a unit. But i have that sorted out, thanks!

    Posted in: Data
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    posted a message on Help with custom attacks

    Thanks for the help

    Posted in: Data
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    posted a message on Help with custom attacks

    Hello,

    I need some help with a few things :

    Overview

    In my map i have 3 unit types : Marine, Marauder and Sniper. They use a custom attack system. To attack you use an ability and it shoots your projectile towards the place you clicked.

    The Projectile effect uses the following : Launch Missile, Search Area, Damage, Apply Behavior and a Buff to do the search area.

    What i need help with

    When you click to fire the projectile, it will travel towards the location that you clicked en vanish. How can I make it that the projectile travels towards the location and onwards until a certain distance is reached.

    Example

    U----C--------X

    U is the unit that fires the missile. C is the clicked location where the ability is targeted. X is the max distance of the ability.

    So when the missile fire it will travel to C and explode, instead of going to X, the maximum distance.

    My second problem

    The marine unit uses a Create Persistent effect that uses the Launch Missile effect as its periodic effect. How do I cancel the Persistent effect when the unit moves? The interval is 0.1 seconds.

    Thanks in advance,

    Xiliger

    Posted in: Data
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    posted a message on Launching Missiles from weapons

    Will give it a try, thanks

    Posted in: Data
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    posted a message on Launching Missiles from weapons

    Hey,

    Is there a way to make that when you launch a missile with the Launch Missile effect that the missile will launch from the units weapon and not from the centre of it?

    Thanks in advance

    Posted in: Data
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    posted a message on Add visual effect when missile dies?
    Quote from BumpInTheNight: Go

    One-shot actor with an event to fire whenever that missile's actor dies, there are lots of examples already in the game that do this just find one and tailor it to your needs. The impact on unit effect I think would be a bit trickier since you're not using the traditional weapon/damage engine so its kinda bypassing those engine event mechanisms.

    I tries to look for examples, but couldn't find any, if you could please direct me to one that would be appreciated.

    Posted in: Data
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    posted a message on Add visual effect when missile dies?

    Is there a way to add a visual effect to a missile that was create with the Launch Missile effect?(The missile is launched via triggers - Environment - Create Effect)

    Because when my missile hits its target(or the target point) it just vanishes, without any death effects. I use the marauder Punisher Grenades as my ammo unit.

    Another thing

    Is it possible to create an impact effect on the units it hit? I apply the damage with a Search Area effect.

    Thanks in advance

    Posted in: Data
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    posted a message on Kill Missile when it comes into contact with units?

    Thanks for the help guys, but how do I create a suicide effect? I can't seem to find it in the effects tab.

    Thanks again

    Edit :

    nvm, I found it, I thought you had to create a suicide effect, turns out that there is one that is a damage effect.

    Posted in: Data
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    posted a message on Kill Missile when it comes into contact with units?

    Is there a way to kill a launch effect that uses a search area effect to damage units. This is what I have

    Launch Effect

    • Creates the missile
    • Launch Effect - Applies Behavior(Buff with search area)

    Search Area

    • Search for enemy units
    • Applies damage effect in the search filter

    So is there a way that when the search effect finds an enemy unit and damage it, to kill the missile instead of just continuing forward?

    Thanks in advance

    Posted in: Data
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    posted a message on Make unit face mouse

    Hi, Is there a way to make a unit passively face the mouse?

    The map I am creating needs one unit, set to a variable, to face the mouse passively.

    This is not for a first or third person shooter, the camera is set to view from the top.

    Thanks in advance.

    Posted in: Triggers
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