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Maybe you can use the event "unit is attacked". then you create a dummy projectile in front of the attacking unit and make it move for a fixed period of time.
For this to work the unit is going to have to use 0 attack damage and no missile model.
A Unit is Attacked is broken for this sort of thing. Use a dummy damage type which deals 0.1% to all targets and use a damage detection system to register attacks (healing the damage dealt).
The reason I don't use 0% is because there are unrelated things that do 0 damage - you should usually ignore a 0 damage packet.
Hmmm, now that is a good idea, if not for the maximum movement speed being too low for me...
Ugh, I may just scrap this idea, as I would like to use Weapon/Armour types...
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