I want to make a... Behavior, I think? ...that, if a unit is moving (Validator?), compares its current absolute Z postion to its Z position on the previous cycle and if the former is less than the latter, apply a stacking movement-speed buff.
There's probably more than one way to do this, and I know I could do it with triggers, but I want to do it so the performance hit is as small as possible.
(I also want to make a behavior that operates when a unit is idle, making them slide down hills. I have only vague notions of a Search Area for terrain Z and Apply Force, but I'm more concerned with the while-moving behavior. Actually, now that I think of it, does Apply Force stack with ordinary movement? I mean, if the force is applied in the same direction the unit is executing a move command.)
Previous cycle? You mean compare the current target of the Move ability to the starting point? The Unit Order Queue validator can do that part. Still would need a Create Persistent or Set effect cast at the start of the effect tree to mark the start location.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Hmm... actually, how about this? Compare Z-height of terrain at position of unit to Z-height of train at position-of-unit-offset-by-small-distance-behind-unit. How would I do that?
Could a behavior periodically create a model-less(actor-less?) dummy unit a short distance behind the first unit, and compare their positions with a validator?
I want to make a... Behavior, I think? ...that, if a unit is moving (Validator?), compares its current absolute Z postion to its Z position on the previous cycle and if the former is less than the latter, apply a stacking movement-speed buff.
There's probably more than one way to do this, and I know I could do it with triggers, but I want to do it so the performance hit is as small as possible.
(I also want to make a behavior that operates when a unit is idle, making them slide down hills. I have only vague notions of a Search Area for terrain Z and Apply Force, but I'm more concerned with the while-moving behavior. Actually, now that I think of it, does Apply Force stack with ordinary movement? I mean, if the force is applied in the same direction the unit is executing a move command.)
Previous cycle? You mean compare the current target of the Move ability to the starting point? The Unit Order Queue validator can do that part. Still would need a Create Persistent or Set effect cast at the start of the effect tree to mark the start location.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Hmm... actually, how about this? Compare Z-height of terrain at position of unit to Z-height of train at position-of-unit-offset-by-small-distance-behind-unit. How would I do that?
Not with data unless it is up a cliff.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
What about a unit's absolute Z position?
Could a behavior periodically create a model-less(actor-less?) dummy unit a short distance behind the first unit, and compare their positions with a validator?
Nope since the Location Range validator only checks xy coordinates.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg