Staredit Network > Forums > SC2 Assistance > Topic: Non-homing missiles
Non-homing missiles
Aug 29 2010, 12:22 am
By: Alzarath  

Aug 29 2010, 12:22 am Alzarath Post #1

Praetor

So, what I want is a unit to be able to fire while moving, and for that missile to head in a straight direction towards that unit, but not home into the target, and if it misses, it does 0 damage. It'd also be nice to make it be able to hit other, untargeted units if it touches them before the targeted unit. Any ideas?

Oh, and I already have the fire while moving thing, it's just the non-homing part I need.

Post has been edited 1 time(s), last time on Aug 29 2010, 12:30 am by Artanis186.



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Aug 29 2010, 12:31 am DevliN Post #2

OVERWATCH STATUS GO

So like a Yamato Cannon ability that can be fired while moving and targets an area rather than a unit, hitting everything in it's path?



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Aug 29 2010, 12:31 am Temp Post #3



Attack is a targetable ability, it will only take a target unit. What you need to do is fairly complicated. You would probably need a behaviour with a periodic ability that searches for enemies around the unit and then fires to the point where an enemy is found.

Then you can have a behaviour on the missile that is launched that searches a very tiny radius around it for enemies then does damage to the enemy and kills it self when it finds one.



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Aug 29 2010, 12:50 am Alzarath Post #4

Praetor

Quote from DevliN
So like a Yamato Cannon ability that can be fired while moving and targets an area rather than a unit, hitting everything in it's path?

Here's a crude example of what I have in mind:



Quote from Temp
Attack is a targetable ability, it will only take a target unit. What you need to do is fairly complicated. You would probably need a behaviour with a periodic ability that searches for enemies around the unit and then fires to the point where an enemy is found.

Then you can have a behaviour on the missile that is launched that searches a very tiny radius around it for enemies then does damage to the enemy and kills it self when it finds one.

Making it hit someone in-line isn't 100% needed, just something that would help. But how would I make the missile capable of being dodged and non-homing?



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Aug 29 2010, 2:19 am Centreri Post #5

Relatively ancient and inactive

You can use dummy units and triggering to get it done, but it's probably easier to do with data edits. Which I'm not good with.



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Aug 29 2010, 4:10 am DevliN Post #6

OVERWATCH STATUS GO

So based on that diagram, is there a range for the ability, or does it just shoot until it hits something?



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Aug 29 2010, 4:27 am DavidJCobb Post #7



As y'all've prob'ly figured out, I'm not too familiar with SCII, but I know that units can launch other units as an attack...

Perhaps you could make the missile an air unit. Give it its own attack with a very short range, and make that attack a suicide attack (damages what it hits, and kills itself).



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Aug 29 2010, 4:37 am DevliN Post #8

OVERWATCH STATUS GO

What he's asking is easy enough to do with a regular missile attack, too.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Aug 29 2010, 6:17 am Alzarath Post #9

Praetor

Quote from DevliN
So based on that diagram, is there a range for the ability, or does it just shoot until it hits something?

There should be a range for the ability. Also, (again, not 100% necessary) I'd like it to impact against walls.

EDIT: Found out the dodging can be handled with movers. But it's really flawed for what I want. If the unit moves even a pixel out of place after you fire the weapon, it will completely miss. I didn't do too much experimenting, it was mostly duplicating the Virophage's weapon and making it used by the Photon Cannon. If someone wants to have a go at it, please feel free. I'll be working on other stuff for now. But I will need this to be accomplished, or the map will be incredibly difficult to make.

Post has been edited 1 time(s), last time on Aug 29 2010, 9:29 am by Artanis186.



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Sep 2 2010, 12:44 am Sand Wraith Post #10

she/her

Go and download my Shooter Map for a perfect example of what you want.

Modifications would include changing the Events to something like "A Unit is Attacked," and then changing the create unit position parameter to that of the Attacking Unit. Furthermore, the Actor for the Bullet units would have to be changed. Overall, a few quick changes and simplifications of my existing system will get you on your way.

The key aspect is creating a unit that kills itself when it gets in a certain range of an enemy unit. The unit itself would have a behaviour that causes it to deal damage on death.
Thus, whenever it comes in range of an enemy, it "explodes."




Sep 3 2010, 3:25 am Biophysicist Post #11



Change the target of the Launch Missile effect to Target Point. For the splash damage while in transit, create a Search Area effect that damages nearby enemies, create a behavior that calls it periodically, and give that behavior to the missile. No need for triggers.

Post has been edited 2 time(s), last time on Sep 3 2010, 3:32 am by Biophysicist.



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Sep 3 2010, 5:59 am DavidJCobb Post #12



Quote from Biophysicist
Change the target of the Launch Missile effect to Target Point. For the splash damage while in transit, create a Search Area effect that damages nearby enemies, create a behavior that calls it periodically, and give that behavior to the missile. No need for triggers.
I believe he wants it to self-destruct upon impact with anything while in transit; I assume that the Search Area effect would not cause the missile to self-destruct.



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Sep 3 2010, 6:43 am Temp Post #13



Quote from DavidJCobb
I believe he wants it to self-destruct upon impact with anything while in transit; I assume that the Search Area effect would not cause the missile to self-destruct.

It could, the search can cause whatever sets of effects you want.



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Sep 3 2010, 6:59 am Alzarath Post #14

Praetor

Quote from Temp
Quote from DavidJCobb
I believe he wants it to self-destruct upon impact with anything while in transit; I assume that the Search Area effect would not cause the missile to self-destruct.

It could, the search can cause whatever sets of effects you want.

But the question is, how would I make the missile be destroyed when hitting an enemy?



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Sep 3 2010, 11:19 am Ahli Post #15

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

The effect set has to have the following effects in that order: damage effect, suicide.
The effect set is executed by the search effect.

That was the first thing I made for my D1 map (a working fireball that is getting removed after a period of time) and deals damage on touch.




Sep 3 2010, 11:56 am Alzarath Post #16

Praetor

So, in the Areas field, I should add 'Suicide' after the damage effect?



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Sep 3 2010, 12:15 pm Ahli Post #17

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

1. searchEffect that calls an effectSet in the search area field
2. effectSet contains the following effects: damageEffect, suicide (suicide already exists)
3. damageEffect is a normal damage effect

I've used the campaign's unit "terror" as reference for attack + suicide.

But I used a unit and not a projectile (because I don't know how to shot projectiles with triggers and projectiles are only a special class of units).

If you still have problems, I can post an example map.




Sep 3 2010, 12:18 pm Biophysicist Post #18



You can give a projectile behaviors, just like normal units... Use a behavior to call the search effect periodically (and frequently).

Has a bunch of projectiles with behaviors

EDIT: @ahli: Use one of the Create Effect trigger actions to fire a projectile from a unit via trigger. They're under Environment for some reason. Which is kind of dumb... We can't be polluting the environment with trigger actions like that!

Post has been edited 1 time(s), last time on Sep 3 2010, 12:28 pm by Biophysicist.



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Sep 3 2010, 11:25 pm Alzarath Post #19

Praetor

Quote from Biophysicist
You can give a projectile behaviors, just like normal units... Use a behavior to call the search effect periodically (and frequently).

Very well aware of that. :P

I'll try your method Ahli, I'll report back when I implement it.



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