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Physic

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Uncle

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Throw objects: GUI Knockback 2.5D v4.2.5.0

Any missile system can be made to detect nearby destructables, units, unpathable terrain, etc: Missile [GUI] version 1.6.1

The concept is pretty simple, you periodically check what's around your missile using either Pick Every Unit, Pick Every Destructable or simply checking if it's position is in some unpathable location.
 
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Throw objects: GUI Knockback 2.5D v4.2.5.0

Any missile system can be made to detect nearby destructables, units, unpathable terrain, etc: Missile [GUI] version 1.6.1

The concept is pretty simple, you periodically check what's around your missile using either Pick Every Unit, Pick Every Destructable or simply checking if it's position is in some unpathable location.
dont work, idk work in jass if I change to my map dont know how configurate

lets for parts, if an archer shoots if hit doodad destroy missile how do this
 

Uncle

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Those systems are all designed for GUI and require no Jass besides Custom Script for cleaning up memory leaks.

But the concept is simple, you create a missile, whether that be a Dummy unit or Special Effect, and you periodically move it forward. After moving it you can check for things around it using the Pick Every Unit action for Units, the Pick Every Destructable action for Destructables, and/or check the Pathing at the missile's position to see if it's Walkable or not. So if the position of the Missile is Unwalkable then you know the missile has collided with either deep water / a cliff / a doodad / destructable.

I attached a map showing how to create a custom Shockwave spell. This could be edited to account for collision with things other than units.
 

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Possible for 2D as WC3 is a 2D game as far as simulation goes. Not that easy if you want interactions to occur in 3D space in a way that cannot be guessed from a 2D view.
for me it doenst matter, cause if has a pathing blocker the projectile can be destroyed (in this case)

or you said that the projectile can t do an "arc" ?? If yes im in ploblem
 
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attack normal
Impossible to stop projectiles unless you create the projectiles (sound, special effects, damage, etc.) entirely with triggers for all ranged units on the map. If you just want to prevent the damage and don't mind that the projectile continues then it's possible but still very annoying.
 
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Uncle

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So I took my Custom Shockwave example from above and changed it to function like your Flaming Arrow spell while also taking into consideration terrain walkability. Keep in mind the code that checks for terrain walkability will account for basically any pathing that would block the arrow with the exception of non-building units.
 

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Trying to make a realistic arrow, with arc, if it crashes into trees destroys the arrow, I need an ability for the archer, who instead of him shooting normal attack, fires the triggered projectile. Any idea, im trying changes the missile gui system, but dont know what exemple use, @Uncle I´ve used your shockwave and almost get it, but cant do the arc,

In this case the bowman, its for a RTS with few bowmans max 10, that auto attack enemies with the triggered arrow
 
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