So terrain is giving me some real trouble in the data editor. Basically two problems:
1. Missiles slow down at the edges of the cliff then fly off and lose height. Anyway to keep missile height constant and unaffected by cliffs? I'm using an offset to create the persistent.
2. Force effects can not push units off a cliff. Instead they hit an invisible wall. Any way to get around this?
Making units fall off cliffs is impossible. Even while being pushed, units use their movers to dictate where they can and can't go. Unless you were to morph the unit into a copy that uses the fly mover, it can't be done. Triggers could manually push a unit beyond a cliff edge, but data cannot without morphing.
Making a missile fly straight over the edge of a cliff requires the 'ignore terrain height' field to be altered. Go to the mover your missile uses to set its trajectory and make sure it ignores terrain height.
i believe you can do this if the unit being pushed off a cliff is getting stuck if it gets a behavior applied in the units tab of the behavior change it to air while the unit is being knocked off
i believe you can do this if the unit being pushed off a cliff is getting stuck if it gets a behavior applied in the units tab of the behavior change it to air while the unit is being knocked off
Except behaviors cannot modify units to be air. Basically, short of using an awkward solution involving morphing units to air, there is no simple, straightforward way to dynamically change an unit's mover in the data editor.
The fields you are suggesting change targetting parameters, not movers. They would allow you to change...say...a zergling to an air unit for combat purposes, but they have no effect on where a unit can move.
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Hey everyone,
So terrain is giving me some real trouble in the data editor. Basically two problems:
1. Missiles slow down at the edges of the cliff then fly off and lose height. Anyway to keep missile height constant and unaffected by cliffs? I'm using an offset to create the persistent.
2. Force effects can not push units off a cliff. Instead they hit an invisible wall. Any way to get around this?
Thanks everyone.
@zxic: Go
for nocking units off clifts have you tried raising the unit of the ground first with an modify unit effect that raises the units height?
@SouLCarveRR: Go
Yes. I raise the height and then drop it while applying a force effect. Validators to make sure I don't double the height, etc etc.
bump
Making units fall off cliffs is impossible. Even while being pushed, units use their movers to dictate where they can and can't go. Unless you were to morph the unit into a copy that uses the fly mover, it can't be done. Triggers could manually push a unit beyond a cliff edge, but data cannot without morphing.
Making a missile fly straight over the edge of a cliff requires the 'ignore terrain height' field to be altered. Go to the mover your missile uses to set its trajectory and make sure it ignores terrain height.
@zxic: Go
i believe you can do this if the unit being pushed off a cliff is getting stuck if it gets a behavior applied in the units tab of the behavior change it to air while the unit is being knocked off
Except behaviors cannot modify units to be air. Basically, short of using an awkward solution involving morphing units to air, there is no simple, straightforward way to dynamically change an unit's mover in the data editor.
@aczchef: Go
The fields you are suggesting change targetting parameters, not movers. They would allow you to change...say...a zergling to an air unit for combat purposes, but they have no effect on where a unit can move.