I've now been stuck on this problem for two days (as of 4/20) and have yet to find a solution. Any help (especially if you'd be willing to post a map with the problem addressed!) would be hugely appreciated.
I would like to make flying units that move like zerglings, with instantaneous acceleration and turning. The problem is, even if I set "lateral acceleration" to 1000 on my flying units, they still turn in a small arc, rather than instantaneously like the zergling does.
I tried every field in the unit editor that I could find, and even looked at some of the fields for the fliers' actors, and tried messing with the fliers' movers. No dice so far.
Anyone have any ideas as to how to solve this problem?
Thanks again! =3
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For reference, what I'm actually trying to accomplish is:
-create "hazards" that bounce off of "invisible" walls around the map. (I'll probably make the walls using regions & the Trigger editor, since I don't think it's doable through the Data editor). Because they need to be able to cross level 0 cliffs unhindered and actually look like they are bouncing when they hit walls, I was thinking that flying units moving like zerglings would be the best solution, but anything that can meet those same movement requirements is fine.
Also for reference, the ideas that we've had so far are (any of these may actually work, but I haven't been able to accomplish that yet):
-Give flying units the zergling pathing types and turn rates (I've thus far completely failed to accomplish this)
-Give ground units (zergling, colossus, reaper, whatever) the ability to cross level 0 cliffs and move through the air plane while retaining their snappy turn rates (I've managed the latter of these two goals, but only while using the Ground mover)
-Make some sort of missile that does the same thing (tricky, as I would prefer for the missile to still be possible to affect with physics (ex- pulled by gravitational anomalies)
EDIT: I have decided to use missiles instead of units, as sanctioned by photoloss in post #12. I'm fairly sure that this solution will work, but I'm having some trouble figuring out how exactly to accomplish it. I could likely figure it out if I sunk another 4 hours or so into the problem, but it's a relatively low-priority thing for me, as I have been using (*wince*) a trigger that temporarily designates my air units as immobile using Set Unit State whenever a new move command is given to them. (this cancels their inertia and allows for an instant turn) This is obviously horribly computationally inefficient, but it does solve the problem, so I can procrastinate on developing that better solution.
If you guys happen to know exactly how to accomplish that better solution, I'd appreciate if you posted explaining it in more detail. If not, consider this question solved! (I'll update the status once/if I get the use-redirecting-missiles-instead-of-units plan working on my own)
Check the Mover itself, the default "Fly" mover may have a setting for maximum turn speed. Otherwise I know there was a "turn before moving" flag somewhere, but I have no idea whether it's relevant to your problem. Check on the unit and the Move ability, if it's not there it's related to a more specific use and of no interest to you.
Of course you should also double-check that you changed all relevant fields, there's usually "speed" and "acceleration", and there's a "stationary" turn rate as well.
I'd already changed all the fields you suggested, except the 'turn before moving' flag, which doesn't appear to work. So I did more looking. And STILL couldn't find anything that works.
Another way to accomplish this would be to actually take a zergling and give it the ability to move through the air plane, but I haven't figured out how to do that, either. I can testify that it's NOT the Collide, Plane Array, or Mover fields, though. Any ideas? I'm starting to feel rather dense. =3
I've already set that field to the maximum value of 2344.9218. Unfortunately, even with these settings, units with a height map >0 and a Fly mover STILL turn in a small arc, rather than instantly. (normal ground units work fine)
It is possible (And in fact, I hope this is the case!) that I'm missing something obvious, and the problem doesn't lie in some obscure facet of the Data editor that I am unaware of. If so, then PLEASE post a map here with a flying unit that can move like zerglings. I'd hugely appreciate it. =3
It may be a hardcoded "feature" of the movement type, as I recall in one of the TeamLiquid "depth of micro" videos they said ground units with a "moving shot" were impossible due to the game engine, this may be the reverse problem.
Maybe instead try starting from the Colossus movement/collision scheme and see if you can get that to pathe above "abyss" terrain (cliff level 0).
Hrmmm...That could cause problems if I want the unit to stay on one plane, but it just might work. I'll give it a shot.
EDIT: Doesn't look like it. Colossus movement seems to be owed to their Scaler pathing (although I could be wrong about this), and I don't THINK that there's a way to edit a pathing type or create a new one.
If I gave up on having air _units_, could I create objects that can move in the same way using linear missiles? If so, how would that be done? (I'd much rather have actual air units able to move like zerglings, though)
The problem with missiles is that they require distinct Launch and Impact locations, with no "idle" phase between orders. In principle you could make an actual unit that launches itself as a missile upon right-click or a fake "Move" ability, but you can't really do damage reactions or a-move target tracking that way. At least not in a simple, intuitive fashion that won't lag out everyone when 100+ of those units are moving about at the same time...
Well! I've got no remaining ideas at the moment. I'll keep messing around with different possibilities on my own, but I'm probably going to be relying on you guys (who are actually familiar with the Editor) to find a solution. =3 In the interest of keeping this thread relatively short, I'm going to try stop replying to every suggestion now, except for the occasional status update, unless one of them actually works. I WILL try every suggestion, though.
For reference, what I'm actually trying to do is:
-create "hazards" that bounce off of "invisible" walls around the map. (I'll probably make the walls using regions & the Trigger editor, since I don't think it's doable through the Data editor). Because they need to be able to cross level 0 cliffs unhindered and actually look like they are bouncing when they hit walls, I was thinking that flying units moving like zerglings would be the best solution, but anything that can meet those same movement requirements is fine.
Also for reference, the ideas that we've had so far are:
-Give flying units the zergling pathing types and turn rates (I've thus far completely failed to accomplish this)
-Give ground units (zergling, colossus, reaper, whatever) the ability to cross level 0 cliffs and move through the air plane while retaining their snappy turn rates (I've managed the latter of these two goals, but only while using the Ground mover)
-Make some sort of missile that does the same thing (tricky, as I would prefer for the missile to still be possible to affect with physics (ex- pulled by gravitational anomalies))
So, players won't be able to control these "units", or otherwise interfere with their pathing except for a select few abilities?
In that case missiles might work, as long as you define their impact point properly. You can redirect them mid-flight, or create a new missile aimed at e.g. the center of a black hole, not sure if Apply Force effects work properly with missile movers though.
Maybe you could also do something with pathing footprints like the Zhakul'Das light bridge from WoL campaign, I'm not sure if you can limit those to specific collision planes though, or just the movement type.
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I've now been stuck on this problem for two days (as of 4/20) and have yet to find a solution. Any help (especially if you'd be willing to post a map with the problem addressed!) would be hugely appreciated.
I would like to make flying units that move like zerglings, with instantaneous acceleration and turning. The problem is, even if I set "lateral acceleration" to 1000 on my flying units, they still turn in a small arc, rather than instantaneously like the zergling does.
I tried every field in the unit editor that I could find, and even looked at some of the fields for the fliers' actors, and tried messing with the fliers' movers. No dice so far.
Anyone have any ideas as to how to solve this problem?
Thanks again! =3
lllllllllllllllllllllllllllllllllllllllllllllll
For reference, what I'm actually trying to accomplish is:
-create "hazards" that bounce off of "invisible" walls around the map. (I'll probably make the walls using regions & the Trigger editor, since I don't think it's doable through the Data editor). Because they need to be able to cross level 0 cliffs unhindered and actually look like they are bouncing when they hit walls, I was thinking that flying units moving like zerglings would be the best solution, but anything that can meet those same movement requirements is fine.
Also for reference, the ideas that we've had so far are (any of these may actually work, but I haven't been able to accomplish that yet):
-Give flying units the zergling pathing types and turn rates (I've thus far completely failed to accomplish this)
-Give ground units (zergling, colossus, reaper, whatever) the ability to cross level 0 cliffs and move through the air plane while retaining their snappy turn rates (I've managed the latter of these two goals, but only while using the Ground mover)
-Make some sort of missile that does the same thing (tricky, as I would prefer for the missile to still be possible to affect with physics (ex- pulled by gravitational anomalies)
EDIT: I have decided to use missiles instead of units, as sanctioned by photoloss in post #12. I'm fairly sure that this solution will work, but I'm having some trouble figuring out how exactly to accomplish it. I could likely figure it out if I sunk another 4 hours or so into the problem, but it's a relatively low-priority thing for me, as I have been using (*wince*) a trigger that temporarily designates my air units as immobile using Set Unit State whenever a new move command is given to them. (this cancels their inertia and allows for an instant turn) This is obviously horribly computationally inefficient, but it does solve the problem, so I can procrastinate on developing that better solution.
If you guys happen to know exactly how to accomplish that better solution, I'd appreciate if you posted explaining it in more detail. If not, consider this question solved! (I'll update the status once/if I get the use-redirecting-missiles-instead-of-units plan working on my own)
Check the Mover itself, the default "Fly" mover may have a setting for maximum turn speed. Otherwise I know there was a "turn before moving" flag somewhere, but I have no idea whether it's relevant to your problem. Check on the unit and the Move ability, if it's not there it's related to a more specific use and of no interest to you.
Of course you should also double-check that you changed all relevant fields, there's usually "speed" and "acceleration", and there's a "stationary" turn rate as well.
@Photoloss: Go
I'd already changed all the fields you suggested, except the 'turn before moving' flag, which doesn't appear to work. So I did more looking. And STILL couldn't find anything that works.
Another way to accomplish this would be to actually take a zergling and give it the ability to move through the air plane, but I haven't figured out how to do that, either. I can testify that it's NOT the Collide, Plane Array, or Mover fields, though. Any ideas? I'm starting to feel rather dense. =3
You need to change the turning rate field.
@ArcaneDurandel: Go
I've already set that field to the maximum value of 2344.9218. Unfortunately, even with these settings, units with a height map >0 and a Fly mover STILL turn in a small arc, rather than instantly. (normal ground units work fine)
It is possible (And in fact, I hope this is the case!) that I'm missing something obvious, and the problem doesn't lie in some obscure facet of the Data editor that I am unaware of. If so, then PLEASE post a map here with a flying unit that can move like zerglings. I'd hugely appreciate it. =3
It may be a hardcoded "feature" of the movement type, as I recall in one of the TeamLiquid "depth of micro" videos they said ground units with a "moving shot" were impossible due to the game engine, this may be the reverse problem.
Maybe instead try starting from the Colossus movement/collision scheme and see if you can get that to pathe above "abyss" terrain (cliff level 0).
@Photoloss: Go
Hrmmm...That could cause problems if I want the unit to stay on one plane, but it just might work. I'll give it a shot.
EDIT: Doesn't look like it. Colossus movement seems to be owed to their Scaler pathing (although I could be wrong about this), and I don't THINK that there's a way to edit a pathing type or create a new one.
If I gave up on having air _units_, could I create objects that can move in the same way using linear missiles? If so, how would that be done? (I'd much rather have actual air units able to move like zerglings, though)
@Someguy3141: Go
Just a quick thought, have a look at the Interceptor unit. They change direction really fast.
@Dabbu420: Go
Their speedy little blighters, aren't they? =p
Still don't turn instantly, though.
@Someguy3141: Go
The problem with missiles is that they require distinct Launch and Impact locations, with no "idle" phase between orders. In principle you could make an actual unit that launches itself as a missile upon right-click or a fake "Move" ability, but you can't really do damage reactions or a-move target tracking that way. At least not in a simple, intuitive fashion that won't lag out everyone when 100+ of those units are moving about at the same time...
@Photoloss: Go
Hrmmm....
Well! I've got no remaining ideas at the moment. I'll keep messing around with different possibilities on my own, but I'm probably going to be relying on you guys (who are actually familiar with the Editor) to find a solution. =3 In the interest of keeping this thread relatively short, I'm going to try stop replying to every suggestion now, except for the occasional status update, unless one of them actually works. I WILL try every suggestion, though.
For reference, what I'm actually trying to do is:
-create "hazards" that bounce off of "invisible" walls around the map. (I'll probably make the walls using regions & the Trigger editor, since I don't think it's doable through the Data editor). Because they need to be able to cross level 0 cliffs unhindered and actually look like they are bouncing when they hit walls, I was thinking that flying units moving like zerglings would be the best solution, but anything that can meet those same movement requirements is fine.
Also for reference, the ideas that we've had so far are:
-Give flying units the zergling pathing types and turn rates (I've thus far completely failed to accomplish this)
-Give ground units (zergling, colossus, reaper, whatever) the ability to cross level 0 cliffs and move through the air plane while retaining their snappy turn rates (I've managed the latter of these two goals, but only while using the Ground mover)
-Make some sort of missile that does the same thing (tricky, as I would prefer for the missile to still be possible to affect with physics (ex- pulled by gravitational anomalies))
So, players won't be able to control these "units", or otherwise interfere with their pathing except for a select few abilities?
In that case missiles might work, as long as you define their impact point properly. You can redirect them mid-flight, or create a new missile aimed at e.g. the center of a black hole, not sure if Apply Force effects work properly with missile movers though.
Maybe you could also do something with pathing footprints like the Zhakul'Das light bridge from WoL campaign, I'm not sure if you can limit those to specific collision planes though, or just the movement type.