<<reply 354006>>
There's no way you can get two waepons that are very similar to fire at different targets.
What you can do is use the Search Effect:
Say u want it to attack 3 units at a time,
set unit count to 3,
do ur flags,etc etc,
when u reach target sort,
make request count 3 and percentage count 1
request count is how many units to target sort.
finally add TSrandom
I did use the Create Persistent to create the offset, but for some reasons it just doesnt work.
It still shoots 45 degrees clockwise of the battlecruiser's facing
but this only happens if the missile's Attack Actor is set correctly
I have no idea why
Hey, I took your advice and took a look at its mover.
It was guidance
I changed it and it works. The blue missile moves at normal speed and everything.
However, when I launch the missile, it goes about 45 degrees clockwise of where the battlecruiser is facing.
The missile is a colliding missile,
the launch missile is made of 2 abilities, a dummy and an actual.
the dummy is effect- instant
and the actual is effect - target
I used trigger so that when a player uses the dummy ability,
it would make the triggering unit cast the actual ability which targets -10 y of the battlecruise's facing
Any Idea?
Hi, I have a very strange missile launch problem.
The red missile and the blue missile are set up exactly the same,
only difference is
blue missile has the Art - Missile Field in GenericAttack properly set.
I purposly set the Art - Missile Field for the red missile to none
Heres the problem
the red missile shoots correctly, impacts on the target correctly too.
when the blue missile launched it seem to move incredibly slow and does not impact on the target at where it is
instead it impacts in front of itself.
Lets say X = missile, Y = impact location, Z = dummy target.
for the red missile:
XYZ
for the blue missile
X YZ
i have no idea why this happens
heres a video showing you what i mean
Link to video:
I have no idea why this happens and I desperately need the missile's GenericAttack actor to be used as I want to
control where its launch as well.
Anyway I set the boolean variable 'coolant test' to make the trigger '2 in 1'.
I did this because eventhough i set the variables, 'Coolant pipe 1' and 'Coolant pipe 2' to its respective units,
the trigger cant specify which unit to replace using the variables as reference.
It works if I specify the unit directly but if I did that the trigger only works once because the units get replaced.
I don't know why but the 2nd trigger (Energy Above 15%) can specify which unit to replace using variables.
So I concluded that variables only does not work for the first time.
Which brings us back to why I use the local boolean variable.
I did it so that the 1st trigger (Energy Below 15%) will use the directly specified unit once
and use the variable 'Coolant pipe 1' and 'Coolant pipe 2' afterwards.
But I'm scratching my head on why the variables doesn't work for the 1st trigger.
I created a set of triggers that will replace a functioning coolant pipe unit (custom unit with model of doodad)
to a broken coolant pipe unit if the triggering unit's energy falls below a certain level.
And vice versa, it will replace the broken 1 to the normal 1 when the triggering unit has energy above a certain level.
It works only for the first time, the 2nd time I get this error :
00:01:35.44 Trigger Error in 'gt_EnergyBelow15_Func': Parameter out of bounds in 'sUnitCreate' (value: 16, min: 0, max: 15)
00:01:35.44 Trigger Error in 'gt_EnergyBelow15_Func': Parameter out of bounds in 'sUnitCreate' (value: 16, min: 0, max: 15)
Here's the triggers I used:
Coolant Pipe 1 = No Unit <Unit>
Coolant Pipe 2 = No Unit <Unit>
**Energy Below 15%**
Events
Unit - Team A Cruiser Energy changes
Local Variables
Coolant Test = false <Boolean>
Current Energy = ((Triggering unit) Energy (Current)) <Real>
Conditions
((Triggering unit) Energy (Percent) (Current)) <= 15.0
Actions
Unit - Add 1 BattlecruiserEnergyBelow10 to Team A Cruiser from Team A Cruiser
General - If (Conditions) then do (Actions) else do (Actions)
If
Coolant Test == false
Then
Variable - Set Coolant Test = true
Unit - Replace Coolant Pipes [53.45, 15.81] with a Overheated Coolant Pipes using Old Unit's Relative vitals
Variable - Set Coolant Pipe 1 = (Last replaced unit)
Unit - Replace Coolant Pipes [41.09, 15.46] with a Overheated Coolant Pipes using Old Unit's Relative vitals
Variable - Set Coolant Pipe 2 = (Last replaced unit)
Else
Unit - Replace Coolant Pipe 1 with a Overheated Coolant Pipes using Old Unit's Relative vitals
Variable - Set Coolant Pipe 1 = (Last replaced unit)
Unit - Replace Coolant Pipe 2 with a Overheated Coolant Pipes using Old Unit's Relative vitals
Variable - Set Coolant Pipe 2 = (Last replaced unit)
Trigger - Turn (Current trigger) Off
Trigger - Turn Energy Above 15% On
**Energy Above 15% **
Events
Unit - Team A Cruiser Energy changes
Local Variables
Current Energy = ((Triggering unit) Energy (Current)) <Real>
Conditions
((Triggering unit) Energy (Percent) (Current)) > 15.0
Actions
Unit - Remove 1 BattlecruiserEnergyBelow10 from Team A Cruiser
Unit - Replace Coolant Pipe 1 with a Coolant Pipes using Old Unit's Relative vitals
Variable - Set Coolant Pipe 1 = (Last replaced unit)
Unit - Replace Coolant Pipe 2 with a Coolant Pipes using Old Unit's Relative vitals
Variable - Set Coolant Pipe 2 = (Last replaced unit)
Trigger - Turn (Current trigger) Off
Trigger - Turn Energy Below 15% On
Hey, I used your awesome tutorial to make my own missile and I realised that when the missiles impact on units that have shields, the shield impact visual doesn't show. So I came back to look at your video example and it doesn't have it as well.
hey, what do you mean by 'change the used mover's target checking to never'?
I want my missile to fly forever but i haven figure out a way to make it not have an impact offset
0
<<reply 354006>>
There's no way you can get two waepons that are very similar to fire at different targets.
What you can do is use the Search Effect:
Say u want it to attack 3 units at a time,
set unit count to 3,
do ur flags,etc etc,
when u reach target sort,
make request count 3 and percentage count 1
request count is how many units to target sort.
finally add TSrandom
0
@DrSuperEvil: Go
I did use the Create Persistent to create the offset, but for some reasons it just doesnt work. It still shoots 45 degrees clockwise of the battlecruiser's facing but this only happens if the missile's Attack Actor is set correctly I have no idea why
0
@DrSuperEvil: Go
Hey, I took your advice and took a look at its mover. It was guidance I changed it and it works. The blue missile moves at normal speed and everything. However, when I launch the missile, it goes about 45 degrees clockwise of where the battlecruiser is facing. The missile is a colliding missile, the launch missile is made of 2 abilities, a dummy and an actual. the dummy is effect- instant and the actual is effect - target I used trigger so that when a player uses the dummy ability, it would make the triggering unit cast the actual ability which targets -10 y of the battlecruise's facing Any Idea?
0
Hi, I have a very strange missile launch problem. The red missile and the blue missile are set up exactly the same, only difference is blue missile has the Art - Missile Field in GenericAttack properly set. I purposly set the Art - Missile Field for the red missile to none Heres the problem the red missile shoots correctly, impacts on the target correctly too. when the blue missile launched it seem to move incredibly slow and does not impact on the target at where it is instead it impacts in front of itself. Lets say X = missile, Y = impact location, Z = dummy target. for the red missile: XYZ for the blue missile X YZ i have no idea why this happens heres a video showing you what i mean
Link to video:
I have no idea why this happens and I desperately need the missile's GenericAttack actor to be used as I want to control where its launch as well.
0
I stuffed using replacing triggers and used kill and create instead,
does the same thing but gets the job done
0
Wow, I didnt expect someone to reply so quickly!
Anyway I set the boolean variable 'coolant test' to make the trigger '2 in 1'.
I did this because eventhough i set the variables, 'Coolant pipe 1' and 'Coolant pipe 2' to its respective units,
the trigger cant specify which unit to replace using the variables as reference.
It works if I specify the unit directly but if I did that the trigger only works once because the units get replaced.
I don't know why but the 2nd trigger (Energy Above 15%) can specify which unit to replace using variables.
So I concluded that variables only does not work for the first time.
Which brings us back to why I use the local boolean variable.
I did it so that the 1st trigger (Energy Below 15%) will use the directly specified unit once
and use the variable 'Coolant pipe 1' and 'Coolant pipe 2' afterwards.
But I'm scratching my head on why the variables doesn't work for the 1st trigger.
0
Hi this will be my very first post.
I created a set of triggers that will replace a functioning coolant pipe unit (custom unit with model of doodad)
to a broken coolant pipe unit if the triggering unit's energy falls below a certain level.
And vice versa, it will replace the broken 1 to the normal 1 when the triggering unit has energy above a certain level.
It works only for the first time, the 2nd time I get this error :
00:01:35.44 Trigger Error in 'gt_EnergyBelow15_Func': Parameter out of bounds in 'sUnitCreate' (value: 16, min: 0, max: 15)
00:01:35.44 Trigger Error in 'gt_EnergyBelow15_Func': Parameter out of bounds in 'sUnitCreate' (value: 16, min: 0, max: 15)
Here's the triggers I used:
Coolant Pipe 1 = No Unit <Unit>
Coolant Pipe 2 = No Unit <Unit>
**Energy Below 15%**
Events
Unit - Team A Cruiser Energy changes
Local Variables
Coolant Test = false <Boolean>
Current Energy = ((Triggering unit) Energy (Current)) <Real>
Conditions
((Triggering unit) Energy (Percent) (Current)) <= 15.0
Actions
Unit - Add 1 BattlecruiserEnergyBelow10 to Team A Cruiser from Team A Cruiser
General - If (Conditions) then do (Actions) else do (Actions)
If
Coolant Test == false
Then
Variable - Set Coolant Test = true
Unit - Replace Coolant Pipes [53.45, 15.81] with a Overheated Coolant Pipes using Old Unit's Relative vitals
Variable - Set Coolant Pipe 1 = (Last replaced unit)
Unit - Replace Coolant Pipes [41.09, 15.46] with a Overheated Coolant Pipes using Old Unit's Relative vitals
Variable - Set Coolant Pipe 2 = (Last replaced unit)
Else
Unit - Replace Coolant Pipe 1 with a Overheated Coolant Pipes using Old Unit's Relative vitals
Variable - Set Coolant Pipe 1 = (Last replaced unit)
Unit - Replace Coolant Pipe 2 with a Overheated Coolant Pipes using Old Unit's Relative vitals
Variable - Set Coolant Pipe 2 = (Last replaced unit)
Trigger - Turn (Current trigger) Off
Trigger - Turn Energy Above 15% On
**Energy Above 15% **
Events
Unit - Team A Cruiser Energy changes
Local Variables
Current Energy = ((Triggering unit) Energy (Current)) <Real>
Conditions
((Triggering unit) Energy (Percent) (Current)) > 15.0
Actions
Unit - Remove 1 BattlecruiserEnergyBelow10 from Team A Cruiser
Unit - Replace Coolant Pipe 1 with a Coolant Pipes using Old Unit's Relative vitals
Variable - Set Coolant Pipe 1 = (Last replaced unit)
Unit - Replace Coolant Pipe 2 with a Coolant Pipes using Old Unit's Relative vitals
Variable - Set Coolant Pipe 2 = (Last replaced unit)
Trigger - Turn (Current trigger) Off
Trigger - Turn Energy Below 15% On
0
Hey, I used your awesome tutorial to make my own missile and I realised that when the missiles impact on units that have shields, the shield impact visual doesn't show. So I came back to look at your video example and it doesn't have it as well.
Is there a way to make the shields appear?
0
@Kueken531: Go
hey, what do you mean by 'change the used mover's target checking to never'? I want my missile to fly forever but i haven figure out a way to make it not have an impact offset