Movers
Description
Controls how any object moves from one point to another. Examples include walking, driving, flying, cliff striding, missiles, orbits, swirls, zig-zags etc. If you want something to move, use these.
Examples/Tutorials
Type
Avoid
Flock
Missle
Null
Fields Description
Height Map
Height at which the mover can interact
- Air (Flying Units)
- Ground (Walking Units)
- Glide (Colossus)
Pathing Mode
- Builder (All construction units)
- Digger (Currently unused)
- Flying (Air Units)
- Ground (Walking Units)
- Jumper (Reaper)
- Scaler (Colossus)
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
Maximum speed of the revolver overlay.
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 - Acceleration
The rate at which speed changes.
Motion Phases - Acceleration Range
Allowed variance in acceleration.
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 - Maximum Speed
Maximum speed during a given phase.
Motion Phases - Minimum Speed
Minimum speed during a given phase.
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 - Orientation Range
Allowed variance in orientation speed.
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 - Speed Range
Allowed variance in starting speed.
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) Needs links to Unit Compare Mover Phase (Validator), Jump (behavior), Units (Data type), Launch Missile (Effect), MoverLink (Events+ term), Motion PhaseStart/Stop (Events+) and MotionPhase (Events+ term)
- 1 comment
- 1 comment
Facts
- Date created
- Jan 09, 2011
- Last updated
- Sep 10, 2011
- Reply
- #1
DrSuperEvil May 08, 2011 at 21:37 UTC - 0 likesI advise also linking to the blizzard tutorial on movers as an example.
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Considered easy altering of the unit textures?
http://forums.sc2mapster.com/resources/tutorials/20772-data-actor-events-message-texture-select-by-id/#p14
http://static.sc2mapster.com/content/attachments/15/252/Screenshot2011-04-17_09_16_21.jpg