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Custom missile abilities with custom explosions

07-18-2004, 04:40 AM#1
HexenLordX
As some of you know, I'm working on a DBZ project. If you watch the show, they use a lot of special missile type attacks that create large explosions on impact. I've tried doing this with triggers but its very buggy. I wanted the missiles to be much larger than the original model, so I had to create invisible units with larger scale sizes to fire these misiles. Heres what Ive done:

Create unit using model invisibility and scale size 3.0. Attack 1 does no damage, with unlimited range and uses model Abilities -> Orb of Lighting (new) <missile> (Abilities\Weapons\FarseerMissile\FarseerMissile.mdl). Attack 1 is the only attack enabled.

Then I make a dummy ability for the spell.

I use a trigger that looks like this:
Code:
Big Bang Caster
    Events
        Unit - A unit Begins channeling an ability
    Conditions
        (Ability being cast) Equal to Big Bang Attack 
    Actions
        Rect - Center Big Bang Attack <gen> on (Target point of ability being cast)
        Set bangcaster = (Triggering unit)
        Unit - Create 1 Inventor Dummy Big Bang for (Owner of bangcaster) at ((Position of bangcaster) offset by (0.00, 0.00)) facing (Facing of bangcaster) degrees
        Set BigBang = (Last created unit)
        Set BangPoint = (Target point of ability being cast)
        Sound - Play bigbang_charge <gen>
        Wait 2.00 seconds
        Unit - Order BigBang to Attack Ground (Center of Big Bang Attack <gen>)
        Sound - Play bigbang <gen>
        Wait 2.00 seconds
        Unit - Remove BigBang from the game

Theres a problem with this. If any other units are near me when he is created, he attacks the nearest unit and completely ignores the trigger ordering him to attack. If I'm too close to the units I'm casting the spell on, he attacks them early and the explosion doesn't get created for another second or two. So I need some way to fix this. How can I set it so when the unit is created, he doesn't attack until he is told, and as soon as his missile hits the target, another trigger is activated to show the explosion animations.

i really need help, this problem is plaguing about 4 of my attacks.
07-18-2004, 04:45 AM#2
WTFish
You could set the dummy units accquisation (sp?) range to 0 to stop them attacking by themself.
07-18-2004, 04:51 AM#3
HexenLordX
Ahh, that stops one problem. What about making the explosion animations occur when the missile hits the target point. Right now I got it timed to the max range casting range of the ability, but if the caster gets any closer, the missile hits the target before the explosion goes off, making it look kinda cheap.

So theres no trigger for when attack hits the target point?
07-18-2004, 06:05 AM#4
WTFish
Well surely there is an art field you can modify that will show what effect will occur when projectile hits a unit?
07-18-2004, 06:05 AM#5
R3N3G4D3
What if you give the dummy projectile unit "damage upon death" ability, and set the special effect there to whatever you need, if you already have something else doing damage you could remove the data stats from damage upon death, or you could just use that for damage. Or instead of damage upon death, you could make a trigger, with event "Unit starts effect of an ability" and set it to ability you are using for the attack (if the ability actually targets the attacked unit) and the in condition ask if triggering ability is the one you need, then in actions create special effect at that point (make special effect at that point, not unit, because if unit dies, it can still create special effect if you use point).