Hi guys,
Can anybody tell me about an alternative for flock movers i.e. Fly.
Alternatively here is my problem and if anybody could provide other solutions I would be very thankful. Even big amounts of lateral acceleration don't seem to remedy an inherit sway every time a unit using said mover turns somewhere around 5-75 degrees. How do I avoid that without using a ground mover?(which seems to be precise, but I can't use)
I am not using one, besides it only controls how the model sways and I am talking about movement. Here is an example map for what I am talking about:
All the units have uniform accel and lat accel and speed, void ray and zealot use the fly mover, phoenix and dt use ground. I have also removed the VR banker and left the phoenix one. Test the map and move the units around, the effect shows best when you simply tell them to move to two points quickly over and over again and they start spinning in a circle.
I'm not exactly sure what problem you're trying to solve. If you're trying to avoid making the units run in circles, you might want to experiment with increasing Movement: Turning Rate on the Unit. Turning Rate, as you might guess, determines how quickly a unit can change its facing angle. Higher turning rate means faster turning.
No it doesn't, turning rate only affects the model not the movement. All the units in the video have the same turning rate, except the phoenix. With a turning rate of 0 a unit still moves the exact same way. Lateral acceleration is the accel when it changes direction, now that does have an effect on movement, but even at the same lat accel as the other units or max, the v ray and zealot in the example still exhibit this wavy movement. In the example the dt and zealot have the same Movement- values except the mover.
Anyway, here is what I'm gonna be using to circumvent the problem if anyone else encounters it in the future: I remove the ground restriction by turning off Movers>Ground>Prevent>Ground-No Spawn; I force absolute height by adding the Ignore Terrain Height flag in UI in combination with a base UI-Height;
Now here come the problem with this, the transition between different terrain can be problematic. It would require no ground collision, but even then it still has some issues. For my usage of it I don't really care, but it makes this not a true all-purpose fly mover alternative unfortunately.
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Hi guys, Can anybody tell me about an alternative for flock movers i.e. Fly. Alternatively here is my problem and if anybody could provide other solutions I would be very thankful. Even big amounts of lateral acceleration don't seem to remedy an inherit sway every time a unit using said mover turns somewhere around 5-75 degrees. How do I avoid that without using a ground mover?(which seems to be precise, but I can't use)
Remove the Banker (Unit) SOp from the Unit type actor.
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
I am not using one, besides it only controls how the model sways and I am talking about movement. Here is an example map for what I am talking about: All the units have uniform accel and lat accel and speed, void ray and zealot use the fly mover, phoenix and dt use ground. I have also removed the VR banker and left the phoenix one. Test the map and move the units around, the effect shows best when you simply tell them to move to two points quickly over and over again and they start spinning in a circle.
I fail to see your problem. All units look the same to me especially when moving over a very small distance.
Could you define the issue in more detail?
As a random guess is it due to the Movement - Separation Radius?
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
Here, I made a video of it. I have experimented with all these stuff and it came down to the mover itself.
I'm not exactly sure what problem you're trying to solve. If you're trying to avoid making the units run in circles, you might want to experiment with increasing Movement: Turning Rate on the Unit. Turning Rate, as you might guess, determines how quickly a unit can change its facing angle. Higher turning rate means faster turning.
No it doesn't, turning rate only affects the model not the movement. All the units in the video have the same turning rate, except the phoenix. With a turning rate of 0 a unit still moves the exact same way. Lateral acceleration is the accel when it changes direction, now that does have an effect on movement, but even at the same lat accel as the other units or max, the v ray and zealot in the example still exhibit this wavy movement. In the example the dt and zealot have the same Movement- values except the mover.
Anyway, here is what I'm gonna be using to circumvent the problem if anyone else encounters it in the future: I remove the ground restriction by turning off Movers>Ground>Prevent>Ground-No Spawn; I force absolute height by adding the Ignore Terrain Height flag in UI in combination with a base UI-Height; Now here come the problem with this, the transition between different terrain can be problematic. It would require no ground collision, but even then it still has some issues. For my usage of it I don't really care, but it makes this not a true all-purpose fly mover alternative unfortunately.