Data/Movers/Missile

### Pathing Mode

* Builder (Used on Build abilities to determine the way constructing units move, e.g. the way the SCV glides around a building while constructing it. If used on a unit without constructing, it seems to act just the way Ground pathing mode does.)
* Digger (Unused in vanilla SC2, apparently incomplete. When used on a unit, the unit avoids all collision, including cliffs and structures despite their pathing Footprints, and no matter how you set the unit's "Movement - Collide" flags.)
* Flying (For air units, allows them to fly over cliffs while still colliding with other units set by the "Movement - Collide" flags in the unit data.)
* Ground (General walking units. They cannot traverse cliffs and collide with other units set by the "Movement - Collide" flags in the unit data.)
* Jumper (Use for a Reaper, in conjunction with the Reaper Jump behavior. Without the Jump behavior, this allows a unit to select a walking path through a cliff, but it does not allow the unit to actually scale the cliff. Instead, it gets stuck trying to walk through it.)
* Scaler (Used for the Collosus. Allows a unit to talk up cliffs without walking through buildings or other units set by the "Movement - Collide" flags in the unit data.)

### Motion Overlays - Axis

* The line that intersections the path between the mover's origin and its destination. This controls how an overlay alters the movers path relative to the axis you determine.

### Motion Overlays - Polarity

* Depending on the type over overlay, this determines which direction the mover turns first in any given pair of opposites (Up/Down, Left/Right, Forward/Backward, Clockwise/Counterclockwise).
* Positive
* Negative
* Random (50/50)
* Alternating

### Motion Overlays - Polarity Driver

* When using an Alternating Polarity, this determines when the polarity will "flop" between Positive and Negative. Normal use is to take the ID of a given Effect (Missile Launch for example) which would cause the polarity to change every time this Effect is created. Think Marauder and the alternating hand cannons.

### Motion Overlays - Revolver Acceleration

* The rate at which revolver speed changes.

### Motion Overlays - Revolver Acceleration Range

* Allowed variance in revolver acceleration.

### Motion Overlays - Revolver Maximum Speed Range

* Allowed variance in revolver maximum speed.

### Motion Overlays - Revolver Speed

* Baseline for revolver speed before other fields are accounted for (range, acceleration etc.)

### Motion Overlays - Revolver Speed Range

* Allowed variance in starting revolver speed.

### Motion Overlays - Type

* This determines what fields you will use and how the mover behaves
* None
* Orbit (Swirls)
* Revolver (Lazy/Random Swirls)
* Wave (Zig-Zags)

### Motion Overlays - Wavelength

* Determines the duration over which one wave occurs. Higher values create larger "zig-zags"

### Motion Overlays - Wavelength Change Probability

* How frequently the wavelength will alter it's wavelength every half-wave/orbit. Similar to how "BLAH" Range works on anything with allowed variance.

### Motion Phases - Arrival Test Type

* Determines when the mover has "arrived" and thus when impact is achieved
* Adaptive (Default which uses 2D for Target Point and 3D for Target Units)
* 2D (X and Y coordinates only. Height is ignored allowing for impacts above or below the target)
* 3D (X, Y and Z coordinates)
* Never (The missile will never impact. This is important for projectiles with scan Behaviors)

### Motion Phases - Blend Type

* How phases blend during overlap
* Linear (Straight blend)
* Logarithmic (Tapering blend; yields smooth curves)
* Exponential (Starts slow, increases exponentially)

### Motion Phases - Clearance

* How close to the ground the mover can be; important for multi-elevation battles over cliffs.

### Motion Phases - Clearance Look Ahead

* How far ahead the mover checks for collision with cliff faces.

### Motion Phases - Driver

* Which driver controls movement in a given phase
* Guidance (Stereotypical tracking missile)
* Ballistic (Straight line, no tracking)
* Parabola (Perfect curve, no tracking)
* Throw (Vector offsets applied to other drivers, allows dynamic curves or "drop release" missiles)

### Motion Phases - Flight Time

* The time it takes for the mover to reach its target regardless of distance.

### Motion Phases - Gravity

* The downward acceleration applied to a mover in a given phase.

### Motion Phases - Ignore Terrain

* Enables/Disables "Clearance" and "Clearance Look Ahead" fields.

### Motion Phases - Orientation

* The speed at which a movers turns in a given direction (Yaw/Z, Pitch/X and Roll/Y). Lower values allow movers to miss a moving target and loop around for another attempt.

### Motion Phases - Orientation Acceleration

* The rate at which orientation speed changes.

### Motion Phases - Orientation Acceleration Range

* Allowed variance in orientation acceleration.

### Motion Phases - Outro

* Controls when/how a given phase ends
* Blend At (The distance from the source (positive values) or target (negative values) at which motion blend begins)
* Stop At (The distance from the source (positive values) or target (negative values) at which the phase ends)
* Blend At Range (Allowed variance in Blend distance)
* Stop At Range (Allowed variance in Stop distance)

### Motion Phases - Outro Altitude

* Controls at what percentage height along a parabola a given phase ends
* Blend At (The progress up (positive values) or down (negative values) a parabola at which motion blend begins)
* Stop At (The progress up (positive values) or down (negative values) a parabola at which the phase ends)
* Blend At Range (Allowed variance in Blend progress)
* Stop At Range (Allowed variance in Stop progress)

### Motion Phases - Overlays - Scale

* The affect up to 2 overlays have on a given motion phase
* Wave Overlay (Controls the amplitude)
* Orbit/Revolver Overlay (Controls the radius)

### Motion Phases - Parabola Acceleration

* The rates of acceleration during given segments of a parabola
* Launch (Just after launch)
* Ascent (From launch to apex)
* Apex (The highest point in the parabola)
* Descent (From apex to land)
* Land (Just before impact)

### Motion Phases - Parabola Clearance

* The maximum height of the apex in a parabola.

### Motion Phases - Parabola Distance

* The distances that determine the length of a given parabola segment
* Launch (Just after launch)
* Before Apex (From launch to apex)
* After Apex (From apex to land)
* Land (Just before impact)

### Motion Phases - Parabola Upright

* Determines whether the missile remains horizontal (Enabled) or changes orientation along the curve (Disabled)

### Motion Phases - Powerslide Angle

* The angle between the target and the missiles vector beyond which a mover will powerslide (just like a car).

### Motion Phases - Powerslide Deceleration

* The rate at which a missile completes a powerslide; higher values allow for shorter slides.

### Motion Phases - Rotation Actor Type

* Determines a missile's facing while it travels
* None (Default setting)
* Docking (Reverses the missile's facing at impact, used with tentacles to prevent the tentacle tip from flipping after impact)
* Look At Target (Faces directly at its impact point)
* Look At Target 2D (Faces in the X/Y direction of its impact point while parallel to the ground)
* Upright (Removes Pitch and Roll to maintain and upright facing)
* Zero Roll (Removes Roll)

### Motion Phases - Rotation Launch Actor Type

* Determines a missile's facing at launch only
* None (Default setting)
* Look At Target (Faces directly at its impact point)
* Look At Target 2D (Faces in the X/Y direction of its impact point while parallel to the ground)
* Supplied (Sets rotation through internal game code, used by tentacles)

### Motion Phases - Speed

* Baseline for speed before other fields are accounted for (range, acceleration etc.)

### Motion Phases - Throw Band Pitch

* Allowed variance in Pitch along the Throw Vector, used to screen out specific arcs in direction
* Positive Maximum (Upper threshold in Clockwise variance)
* Negative Maximum (Upper threshold in Counter-Clockwise variance)
* Positive Minimum (Lower threshold in Clockwise variance)
* Negative Minimum (Lower threshold in Counter-Clockwise variance)

### Motion Phases - Throw Band Yaw

* Allowed variance in Yaw along the Throw Vector, used to screen out specific arcs in direction
* Positive Maximum (Upper threshold in Clockwise variance)
* Negative Maximum (Upper threshold in Counter-Clockwise variance)
* Positive Minimum (Lower threshold in Clockwise variance)
* Negative Minimum (Lower threshold in Counter-Clockwise variance)

### Motion Phases - Throw Forward

* The direction relative to a mover's launch point used in Throw Rotation Type (independent from Throw Vector)

### Motion Phases - Throw Rotation Type

* Determines a missile's facing while it travels during a Throw phase
* None (Default setting)
* Launcher Forward (Matches Unit's initial facing)
* Look At Target (Faces directly at its impact point)
* Look At Target 2D (Faces in the X/Y direction of its impact point while parallel to the ground)
* Throw Forward (Matches Throw Vector)
* Vectored (Matches Throw Forward Vector)

### Motion Phases - Throw Vector

* The direction relative to a mover's launch point that the Throw Driver travels

### Motion Phases - Timeout

* The maximum duration of a mover before it self-terminates.

### Motion Phases - Tracking

* Determines how a missile tracks its target
* No Hook (Default setting)
* Linear (Prevents missile from rotating, slide sideways instead)
* Actual (Similar to No Hook but with guides more precisely near impact)

### Motion Phases - Turn Type

* Determines how a missile turns towards its target
* Default (Turns without regard for Z axis)
* Revert To Up (Reverts Z axis after turns)
* Optimal (Fastest arrival time, can defy laws of physics)

## Related

http://us.battle.net/sc2/en/game/maps-and-mods/tutorials/missile-movers/(Blizzard)

* Unit Compare Mover Phase
* Jump
* Units
* Launch Missile
* Mover Link
* Mover Stopped,
* Motion Phase Start
* Motion Phase Stop
* Motion Phase