Missile Follow Ability

TPOX

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Im having a problem with a spell ive made, it is supposed to look like hero shoots missles at an enemy that follow him and blow up after a certain time limit. Problem is that the first (dummy unit-these are the missles) runs to the place where the target unit was and blows up after 12 and the rest of the dummy unit missles just drop underneath him.

Also is there a correct math problem for to go from height of hero to height of target depending on the distance so if he was close it would go down to height of target fast but if he was far it would be a slower rate or something that would look the same as if u used a normal spell that had projectiles that have homing.

Heres the trigger but i dont know whats wrong with it

Code:
Heat Sink
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Heat Sink 
    Actions
        Set CastingUnit_HeatSink = (Casting unit)
        Set TargetUnitOfAbilityBeingCast = (Target unit of ability being cast)
        For each (Integer A) from 1 to (Level of Heat Sink  for CastingUnit_HeatSink), do (Actions)
            Loop - Actions
                Unit - Create 1 Heat Sink Dummy for (Owner of CastingUnit_HeatSink) at (Position of CastingUnit_HeatSink) facing (Position of (Target unit of ability being cast))
                Set DummyUnit_HeatSink = (Last created unit)
                Animation - Change DummyUnit_HeatSink flying height to (Current flying height of CastingUnit_HeatSink) at 0.00
                Animation - Change DummyUnit_HeatSink flying height to (Current flying height of TargetUnitOfAbilityBeingCast) at 250.00
                Unit - Set Level of Heat Sink (Dummy) for DummyUnit_HeatSink to 1
                Unit - Order DummyUnit_HeatSink to Attack (Target unit of ability being cast)
                Unit - Add a 12.00 second Generic expiration timer to DummyUnit_HeatSink
                Set DummyUnit_HeatSink = No unit
                Wait 0.60 seconds



EDIT- I would also rather have the missle kaboom instead of attack (dummy unit has kaboom ability) but it didnt work right either.
 
>and the rest of the dummy unit missles just drop underneath him
(Target unit of ability being cast) is reseted after a wait, use a variable for that as you have done with (Casting unit)


>I would also rather have the missle kaboom instead of attack (dummy unit has kaboom ability)
Code:
Unit - Order <Unit> to Neutral - Kaboom! <Another Unit>
Does that work?
 
What do you mean a correct equation to make a missle height be determined by the distance of the hero, close = straight and far = arc?

Also, does changing the height at the same time like that make it raise then lower? It would seem to me that it would skip the first one but I havent tried it like that.

To make the unit kaboom order it to neutral hostile - goblin sapper Kaboom! (Might only be on 'Order issue at point' if not under 'Targeting a unit').
 
the normal kaboom unit works
but the rest of the dummy units just drop and sit there and do absolutely nothing
i have a target of ability being cast variable and i even tried putting it inside the for each interger a with no result.

Also, what i meant about the hight thing is, what can i do to make the unit descend from heros height in a manner it would look like it would if you used an ability with a projectile and if ur air it would descend to the target unit instead of blowing up like 500 height above him.

EDIT- Oops i see i didnt list targetunitofabilitbeingcast variable and did the normal instead lol lemme fix that and see if it works now lol.

EDIT- 0_o i accidently made 2 copies of the trigger they kept overlapping lol i fixed it now just need to find a way to make the missles chasing the unit look authentic.
 
would if work if instead i did a spell based off death coil or some spell that has projectiles but arent small cuz a bunch are way too small i need one about 2.0 size average that when i cast my spell the dummy unit first casts this then casts his kaboom so the missle is chasing unit and he is too. Would they hit at the same time if missle speed is 250 and unit speed is 250? Oh and dummy unit would have no model.

-oops about double post ;/
 
The dummy unit makes it go around walls and crap, wich is good. You could base it off of Death Coil, (I would use something that doesn't heal, though), but you would have to use a custom model that is big.
 
but my conern is the death coil missle hitting the same time as the dummy unit kabooms.
 
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