Staredit Network > Forums > SC2 Assistance > Topic: Make a Guided Missile change target? (SOLVED)
Make a Guided Missile change target? (SOLVED)
Nov 16 2010, 11:09 pm
By: NicholasBeige  

Nov 16 2010, 11:09 pm NicholasBeige Post #1



Ello folks,

I have a Weapon which acts like this:

Create Persistent (x7)
Launch Missile - Mover = (very, very slow, medium accelerate, very high top speed)
Damage - 4

So, it does 28 damage to a target unit (spread across 7 hits which all land pretty quickly due to the acceleration).

My problem is that, if a unit has <4 Hitpoints, it dies as soon as the first Missile hits it. The other 6 will just fly to 'target point of (the now dead unit)' and cause no damage.

What I want is... for the missiles to periodically CHECK for nearby targets, and if their intended target is == DEAD. I want them to change their target (ie. Fly towards a target which is alive).

Is this possible? I was playing around with the idea of giving a Search Area effect to the missile itself but then again I really do not know where to take it from there... any helps?

Edit: if you must know - the idea behind this weapon is that Each attack lowers the targets armour by 0.5. Or, rather each attack has a 50% chance of lowering the targets armour by 1. Haven't decided which to implement just yet. But, as cool as it currently looks - when a unit dies after the first missile hits it... it loses all coolness due to 20+ damage going onto nothing...

Its similar to Nuking a 1hp Drone. Not cool :(

Edit #2: Another thing I would like to use this functionality for is when a slow moving missile (guided) is launched targeting a Stalker. But, if the Stalker 'blinks', the missile just hits the ground where the Stalker was before blinking away... Instead of following the Stalker to where it 'blinked' to.

Post has been edited 2 time(s), last time on Nov 21 2010, 2:31 pm by Cardinal.



None.

Nov 17 2010, 12:54 am Temp Post #2



You could try having a behaviour that checks to see if the unit it is targeted to is dead. If it is then remove the current missile and start a new launch effect that targets a new unit.

To do this you would need to have the behaviour applied to the missile through the original ability and then in the validator check to see if the target of the launch effect is dead.



None.

Nov 17 2010, 1:17 am NicholasBeige Post #3



Alternatively...

I want a Search Area effect to launch 7 missiles - at up to 7 targets maximum... But if there is only 1 target, all 7 missiles should hit that target. If there are 2 targets, 4 and 3 missiles hit them respectively...

Any ideas?



None.

Nov 17 2010, 2:51 am Temp Post #4



Err wow, can't believe I missed this but launch effects have retarget filters. Changing the filter to include dead (or maybe exclude who knowns), the retarget range to whatever and checking the retarget flag should work.

For the alternative I am not really sure how accomplishing that would work.



None.

Nov 21 2010, 2:32 pm NicholasBeige Post #5



Yeah Temp. That worked very well.

Effect - Retarget Filters
Effect Retarget Range
Flags - Retarget

Just modify those fields in the data editor for a Launch ability et voila!



None.

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