SC2Mapster.com Wiki

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

Mover Tutorial

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)

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Table of contents

  1. 1 Movers
    1. 1.1 Description
  2. 2 Examples/Tutorials
  3. 3 Type
    1. 3.1 Avoid
    2. 3.2 Flock
    3. 3.3 Missle
    4. 3.4 Null
  4. 4 Fields Description
    1. 4.1 Height Map
    2. 4.2 Pathing Mode
    3. 4.3 Motion Overlays - Axis
    4. 4.4 Motion Overlays - Polarity
    5. 4.5 Motion Overlays - Polarity Driver
    6. 4.6 Motion Overlays - Revolver Acceleration
    7. 4.7 Motion Overlays - Revolver Acceleration Range
    8. 4.8 Motion Overlays - Revolver Maximum Speed
    9. 4.9 Motion Overlays - Revolver Maximum Speed Range
    10. 4.10 Motion Overlays - Revolver Speed
    11. 4.11 Motion Overlays - Revolver Speed Range
    12. 4.12 Motion Overlays - Type
    13. 4.13 Motion Overlays - Wavelength
    14. 4.14 Motion Overlays - Wavelength Change Probability
    15. 4.15 Motion Phases - Acceleration
    16. 4.16 Motion Phases - Acceleration Range
    17. 4.17 Motion Phases - Arrival Test Type
    18. 4.18 Motion Phases - Blend Type
    19. 4.19 Motion Phases - Clearance
    20. 4.20 Motion Phases - Clearance Look Ahead
    21. 4.21 Motion Phases - Driver
    22. 4.22 Motion Phases - Flight Time
    23. 4.23 Motion Phases - Gravity
    24. 4.24 Motion Phases - Ignore Terrain
    25. 4.25 Motion Phases - Maximum Speed
    26. 4.26 Motion Phases - Minimum Speed
    27. 4.27 Motion Phases - Orientation
    28. 4.28 Motion Phases - Orientation Acceleration
    29. 4.29 Motion Phases - Orientation Acceleration Range
    30. 4.30 Motion Phases - Orientation Range
    31. 4.31 Motion Phases - Outro
    32. 4.32 Motion Phases - Outro Altitude
    33. 4.33 Motion Phases - Overlays - Scale
    34. 4.34 Motion Phases - Parabola Acceleration
    35. 4.35 Motion Phases - Parabola Clearance
    36. 4.36 Motion Phases - Parabola Distance
    37. 4.37 Motion Phases - Parabola Upright
    38. 4.38 Motion Phases - Powerslide Angle
    39. 4.39 Motion Phases - Powerslide Deceleration
    40. 4.40 Motion Phases - Rotation Actor Type
    41. 4.41 Motion Phases - Rotation Launch Actor Type
    42. 4.42 Motion Phases - Speed
    43. 4.43 Motion Phases - Speed Range
    44. 4.44 Motion Phases - Throw Band Pitch
    45. 4.45 Motion Phases - Throw Band Yaw
    46. 4.46 Motion Phases - Throw Forward
    47. 4.47 Motion Phases - Throw Rotation Type
    48. 4.48 Motion Phases - Throw Vector
    49. 4.49 Motion Phases - Timeout
    50. 4.50 Motion Phases - Tracking
    51. 4.51 Motion Phases - Turn Type
  5. 5 Related

Facts

Date created
Jan 09, 2011
Last updated
Sep 10, 2011