I've been going over this for the better part of a few days now, and I feel it's time to start asking around (I've searched! I swear!). As far as targetting goes, I haven't run into any problems, borrowing from the auto-turret placement code to ensure a pathable landing spot. The effects are where the trouble starts. My first hunch was using the self projectile trick (no ammo unit on a launch missile effect). This provided a fluid animation when used in conjunction with the Reaper Jump Up mover, and the camera smoothly followed the unit throughout the jump (when locked on to the unit, naturally). In fact, there was only one real problem with this - the dying at the end of the jump. For the life of me I cannot find any way to prevent the seemingly arbitrary death trigger from activating upon reaching the target destination, so I decided to move on to a less elegant approach. The second and current method I am using is a teleport effect linked to the Finish Effect of a Launch Missile effect which launches a dummy with an identical actor to the unit (Reaper). I can't stand this for several reasons: The unit has to become invisible and invulnerable for the duration of the jump The (locked-on) camera does not follow the jump The game locks up if the missile is shot down, therefore missile must be invulnerable Unit cannot be targetted in midair (not a desired behaviour for my take on the spell) At this stage, I'm fresh out of ideas. Has anyone got any suggestions on how to improve the current method, or better yet, a way to make launched "missiles" not die? (and then become controllable once more?) Thanks in advance.