I don't see how this helps detect when the unit throws the projectile. 0_0Well, you can check out my Custom Multishot, tho I don't know if you will understand anything, as it's quite long xP
Basically I use a dummy unit, which casts a spell, based on Acid Bomb, with a custom buff. I save a struct (holding data about the damage dealt, damage dealer, damage type, attack type, etc) inside a hashtable with parent key = the dummy's handle id.
Then I create another event - when a unit takes damage, with condition "The unit has my custom buff".
If the unit does have my custom buff - I remove the buff, load the struct from the hashtable, and make my unit damage its target for the correct amount, and with the right damage type
The drawback of this way of doing things is that if you use an actual ability, based on Acid bomb on your map - it may malfunction when a unit, affected by it is attacked by the unit with triggered attack xP
But there isn't a problem if you don't use "Acid Bomb" based abilities on your map... for purposes different than triggering missles that is.
It doesn't help detect the unit launching the missle, but it helps you trigger the damage properlyI don't see how this helps detect when the unit throws the projectile. 0_0
Yeah, I had a littel "system", which was starting a timer upon "a unit is attacked" event. The timer had duration, equal to the unit's damage point.This may be another area in which direct memory access may come in handy. By knowing the unit type, you can access the Combat - Attack Backswing fields and stuff. Use the generic event "a unit is attacked". The attacker's projectile spawns in that instant PLUS some of those fields. That, as far as I know, is what influences the time it takes from the moment the unit starts its attack animation to the instant of the projectile's actual spawn. The alternative is having it all in a hashtable for each unit whose attacks you'd like to monitor.
I've been away for long, so if I could be losing it. The other guys helping have more insight into this.