Make missile detonate upon impact of a wall

Sensang

TH.net Regular
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there is a range validator.. check that.

where am i supposed to put it? i guess you mean detect range. Well at least in the case of marauder missiles i can rule out linking that validotr with the effects launch missile and missile set. I also cant figure out a way to make a mover do that (i guess they cant make things disappear)
 

13lade619

is now a game developer :)
Reaction score
400
Got it. You use a Buff attached to the missile that has a Remove Validator and an Expire/Final Effect set to the detonation effect.
Map attached.
Perhaps a Buff attached to the missile that has a Remove Validator related to changing cliff level (I can't find one, haven't played around with validators much yet), with an Expire/Final Effect set to the Marauder Set? I'm trying this at the moment in the test map, but I'm stuck on the Validator part.
Play with Advice's testmap
http://www.thehelper.net/forums/attachment.php?attachmentid=36592&d=1273046703
 

overload119

New Member
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That map was of great help.

Combine that validator, with the custom projectile I've made in this map and I think we have a data editor that's completely replaces all the triggered projectile systems we had in Wc3.
 

Attachments

  • Stalker Missile Demo.zip
    76.9 KB · Views: 327

Cookiemaster

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That map was of great help.

Combine that validator, with the custom projectile I've made in this map and I think we have a data editor that's completely replaces all the triggered projectile systems we had in Wc3.

And seeing how you can just replace attack damage effects with these kinds of things, as well as add/remove weapons...


I guess it's easily possible to construct something awesome in the data editor with this.
 

Sensang

TH.net Regular
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7
That map was of great help.

Combine that validator, with the custom projectile I've made in this map and I think we have a data editor that's completely replaces all the triggered projectile systems we had in Wc3.

omg youre so great :D
it works 100%... although i didnt want it as a shoot trigger. Ofc this will come handy when ill get my hands on my first fps. :D Ive just given them their weapon again and now the missiles explode exactly! where they touch the enemy oO (with sounds and effects and whatever, everything you want)
(ive targeted the enemy behind that one, so it really is the collision effect :D)

It works way better than ive thought...
I dunno why but you just made me so happy... maybe because something that i really wanted to have functions just as i want it to. what a rare joy in this editor so far ^^

even better i learned what set effects are ... therefore my problem was combining the "target search effect" with the "self destruction"
so again. thx a lot! :thup:

i still have no idea where to put the range validator though... you cant attach it to the unit or the mover. I guess Id have to create a new effect. But time will tell ... im just happy the collision thing works :) (i was wondering if it was possible at all and its just as i want it to be in every aspect)
 

Sensang

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Wait, with your 'self destruction' effect you get the animation of the missile detonating?
If so, would you mind sharing how you achieved it?

i totally second that... it appears he changed something at the "stalker - attack" actor. Ive gotten the missile collision system to work with marauders too but theres no way ill get that beautiful kind of explosions (they just disappear)

the projectiles of the stalkers however explode at whatever unit they hit (it looks like they really hit the surface). Damn can someone plz link me to some actor events tutorial... I have no idea how editing this works but to me it seems like an extremely powerful part of the editor.
 

overload119

New Member
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the projectiles of the stalkers however explode at whatever unit they hit (it looks like they really hit the surface). Damn can someone plz link me to some actor events tutorial... I have no idea how editing this works but to me it seems like an extremely powerful part of the editor.

Yeah its very powerful.

The missile has a Set. Whenever it's about to "collide" it will run the Set of effects. The first of those effects is to deal AoE damage. It does AoE damage to nearby units, but the maximum count is 1, so only 1 unit will actually take damage from it. The second effect deals damage (10 000) in this case to the projectile itself, so essentailly it commits suicide.

I then created an actor with Event - On Terms
- UnitDeath.Weapon-Stalker
-> Create

This makes it so when the Unit Dies, of type Weapon-Stalker then create the actor which contains the model of an explosion.
 
Reaction score
54
Yeah its very powerful.

The missile has a Set. Whenever it's about to "collide" it will run the Set of effects. The first of those effects is to deal AoE damage. It does AoE damage to nearby units, but the maximum count is 1, so only 1 unit will actually take damage from it. The second effect deals damage (10 000) in this case to the projectile itself, so essentailly it commits suicide.

I then created an actor with Event - On Terms
- UnitDeath.Weapon-Stalker
-> Create

This makes it so when the Unit Dies, of type Weapon-Stalker then create the actor which contains the model of an explosion.

Thanks for the explanation, overload119!

I was able to re-create the effect. The whole create-model-of-impact-on-death-of-missile-event thing was the missing piece.

Thread solved for me. :)
 

overload119

New Member
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Great. I was actually just about to post this.

It's the final public version of a map I'm going to work on.

Move with WSAD, Left Click to attack, Right Click to use a special ability (for the Stalker hero it's Blink. It'll be different for the different units I plan on having).

Hopefully it can act as a reference for some people. You'll also notice that missiles can't go passed Trees either.

I accomplished this by a strange workaround, but making destructible rocks and reducing their scale to 0.01.

If anyone figures out how to hide a unit, please let me know!
 

Attachments

  • FinalStalkerDemo.zip
    197.9 KB · Views: 340

Sensang

TH.net Regular
Reaction score
7
Yeah its very powerful.

The missile has a Set. Whenever it's about to "collide" it will run the Set of effects. The first of those effects is to deal AoE damage. It does AoE damage to nearby units, but the maximum count is 1, so only 1 unit will actually take damage from it. The second effect deals damage (10 000) in this case to the projectile itself, so essentailly it commits suicide.

I then created an actor with Event - On Terms
- UnitDeath.Weapon-Stalker
-> Create

This makes it so when the Unit Dies, of type Weapon-Stalker then create the actor which contains the model of an explosion.

you sir have just spared me so many hours of searching (altogether at least) ... thank you for that :)

Great. I was actually just about to post this.

It's the final public version of a map I'm going to work on.

Move with WSAD, Left Click to attack, Right Click to use a special ability (for the Stalker hero it's Blink. It'll be different for the different units I plan on having).

Hopefully it can act as a reference for some people. You'll also notice that missiles can't go passed Trees either.

I accomplished this by a strange workaround, but making destructible rocks and reducing their scale to 0.01.

If anyone figures out how to hide a unit, please let me know!

have you tried the trigger action "show/hide: unit" ?^^
 

BlowingKush

I hit the blunt but the blunt hit me.
Reaction score
187
wow..... this is fukn cool.
good work!!!

i notice the stalker only shoots in the direction you click
and not at the spot that you click. What determines that?
 
Reaction score
54
Actually, I need to re-open this thread.

The problem now is, that the missiles are detonating when they are inside the cliff. Therefore, it's pretty hard to appreciate the explosion. The intended behaviour is for the missiles to actually explode on the very edge of the wall.

I'm attaching the map with what it has so far. I don't know how much more can we tweak these validators... is it perhaps too much for the data editor?
 

Attachments

  • marauderTest.zip
    13.9 KB · Views: 285

KingTobiazZz

New Member
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1
Actually, I need to re-open this thread.

The problem now is, that the missiles are detonating when they are inside the cliff. Therefore, it's pretty hard to appreciate the explosion. The intended behaviour is for the missiles to actually explode on the very edge of the wall.

I'm attaching the map with what it has so far. I don't know how much more can we tweak these validators... is it perhaps too much for the data editor?

the bullets act kinda weird, sometimes they will go around my hero and sometime they will make a 90 degree turn when theyre close and go to my hero.
I didt even look at the data editor, dont think my mediocre brain can handle it :)
 

overload119

New Member
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i notice the stalker only shoots in the direction you click
and not at the spot that you click. What determines that?

This is intended. When you click, the Stalker shoots at a point that is [RANGE] away from the angle between the mouse and stalker unit. It only gets the XY of the mouse click to calculate the angle. It's actually using the ability at a different point.

Yeah the validators only trigger at the centre of the cliff. Really don't think it's going to work, unless we find a "radius" where the actual around it'll check it larger than just a single point. Still don't really know what the Value field does in the validator.
 

Advice D.

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Yeah the validators only trigger at the centre of the cliff. Really don't think it's going to work, unless we find a "radius" where the actual around it'll check it larger than just a single point. Still don't really know what the Value field does in the validator.
Maybe if we make the projectile spawn another, invisible, projectile in front of it that, when it gets inside the cliff, kills itself and the projectile that spawned it? Getting the projectile to be just in front of the other projectile would be the hard part, but a multi-stage mover could work (first stage significantly faster for the first few milliseconds, then switches to the same speed as the main projectile). The other problem would be removing the secondary projectile when the primary hits a unit.
 

Weep

Godspeed to the sound of the pounding
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401
Just to chime in, shouldn't it be checking the terrain height, not the cliff level? That way, the shot could also impact on hills, and would consider the actual geometry of cliffs, if it's anything like WC3.
 

Advice D.

New Member
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That would be a pain in some maps, but could work on others. Quite the height advantage! I'm unsure about it checking the geometry of cliffs, but if it did it would probably have the projectile detonate slightly less-inside the cliff. Worth a try.

Also, one current problem is the inability to fire at units that are up a cliff level. An easy fix, if desired would be to have a set with the standard, collides with cliffs projectile LM and also a LM for a projectile with no such restriction, with validators on both to make sure the unrestricted one only fires on units up a cliff level (or more) while the colliding one only fires for targets at the same or lower cliff level.
 
Reaction score
54
This would be so trivial if we could add behaviours to cliffs.
As days go by, I'm more convinced that spawning the harmless missile to check for cliffs is going to be the workaround to stick with. But it would no longer be within the realm of the Data Editor, would it?
 
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