First:Gradual Turns
I'm trying to make a unit that can only turn gradually. I found out how to make it so the unit will stop and turn slowly before going in a new direction - but I don't WANT it to stop - I want the unit to keep moving, but sort of "loop around" until its facing that direction. I can make a picture of this if needed.
Second:Push Priorities Problem
I want to make a unit un-pushable. I've got it so no unit type can push it, but other units of the same type can still push it. Know of a solution to this?
Third:Water Speeds up While Transitioning Between Water States
When transitioning between water states, my water seems to speed up a really lot - whats causing this, is there any way to fix it?
Frist: Use the Site Operation (Smooth Rotation) SOp on the actor for the unit
Second: Use a Buff that has a periodic Search Area with a Unit Type validator that then uses an Apply Force effect on the unit of the same type. Use a Unit Compare Speed validator to make the unit only emit this when it is stationary.
@DrSuperEvil: Go
1. How would I go about doing this? I added SOpRotationSmooth under Host Site Operations, but thats not doing it.
2. Ok. I'm suprised I have to do I have to do it this way - how does something like Hold Position do it?
3. The water is faster when switching between states then either of the 2 states are.
The smooth rotation SOp limits how fast the actor turns so it can be moving in the desired direction but the actor will still be looping around while moving in the right direction. As an alternative have you tried lowering the Movement - Turning Rate of the unit, maybe that might give you the desired effect?
Hold position is part of the Move ability and lacks fields to modify the pushing. This force aura will purely apply a force equal to that applied by the pushing unit so the two will theoretically canel each other so the stationary unit stays stationary.
@DrSuperEvil: Go
I think you misunderstand what I mean with the first problem. I want the actual path the unit takes to reach the destination to be a curve.
If you did understand it that way, then I guess I just fail cause none of the things you suggested do that.
Lowering the Movement - Turning Rate is at least part of the solution since that forces the unit when moving to turn using a large arc. The trouble is if the unit is stationary it will preferentially turn to where it must head before moving. Have you tried setting the stationary turn rate to 0 and removing the Turn Before Moving flag?
@DrSuperEvil: Go
Closer! Although both of the above mentioned changes still don't quite cut it, when I set the Lateral Acceleration lower they start to act sort of how I want them to - but they loop the destination a couple of times and finally come to rest quite a ways from were I ordered them - plus they still do rotate in position so you can get them to move normally if you do it right.
Attached is a blank map with the said changes to some units - Hellion and the Tank are closest, but still don't work right. The Thor and Cruiser - despite having the Smooth Rotation SOp, Turn Before Moving off, and 0 stationary turning rate - don't act how I wish. (Because Lateral Acceleration isn't changed)
Thanks for your help, if you find out how to get it working correctly let me know.
First: Gradual Turns
I'm trying to make a unit that can only turn gradually. I found out how to make it so the unit will stop and turn slowly before going in a new direction - but I don't WANT it to stop - I want the unit to keep moving, but sort of "loop around" until its facing that direction. I can make a picture of this if needed.
Second: Push Priorities Problem
I want to make a unit un-pushable. I've got it so no unit type can push it, but other units of the same type can still push it. Know of a solution to this?
Third: Water Speeds up While Transitioning Between Water States
When transitioning between water states, my water seems to speed up a really lot - whats causing this, is there any way to fix it?
Thanks,
TheSkunk
Frist: Use the Site Operation (Smooth Rotation) SOp on the actor for the unit
Second: Use a Buff that has a periodic Search Area with a Unit Type validator that then uses an Apply Force effect on the unit of the same type. Use a Unit Compare Speed validator to make the unit only emit this when it is stationary.
Third: Sorry dont know what you mean
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
@TheSkunk2: Go
2- I believe there is no way around that, unfortunately. I'm preety sure that the same goes with 3.
@DrSuperEvil: Go 1. How would I go about doing this? I added SOpRotationSmooth under Host Site Operations, but thats not doing it. 2. Ok. I'm suprised I have to do I have to do it this way - how does something like Hold Position do it? 3. The water is faster when switching between states then either of the 2 states are.
The smooth rotation SOp limits how fast the actor turns so it can be moving in the desired direction but the actor will still be looping around while moving in the right direction. As an alternative have you tried lowering the Movement - Turning Rate of the unit, maybe that might give you the desired effect?
Hold position is part of the Move ability and lacks fields to modify the pushing. This force aura will purely apply a force equal to that applied by the pushing unit so the two will theoretically canel each other so the stationary unit stays stationary.
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 I think you misunderstand what I mean with the first problem. I want the actual path the unit takes to reach the destination to be a curve.
If you did understand it that way, then I guess I just fail cause none of the things you suggested do that.
(Here is a picture of what I want)
Lowering the Movement - Turning Rate is at least part of the solution since that forces the unit when moving to turn using a large arc. The trouble is if the unit is stationary it will preferentially turn to where it must head before moving. Have you tried setting the stationary turn rate to 0 and removing the Turn Before Moving flag?
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 Closer! Although both of the above mentioned changes still don't quite cut it, when I set the Lateral Acceleration lower they start to act sort of how I want them to - but they loop the destination a couple of times and finally come to rest quite a ways from were I ordered them - plus they still do rotate in position so you can get them to move normally if you do it right.
Attached is a blank map with the said changes to some units - Hellion and the Tank are closest, but still don't work right. The Thor and Cruiser - despite having the Smooth Rotation SOp, Turn Before Moving off, and 0 stationary turning rate - don't act how I wish. (Because Lateral Acceleration isn't changed)
Thanks for your help, if you find out how to get it working correctly let me know.