I've noticed that a lot of maps that have implemented the jump ability really don't utilize it at all. I've played around a bit and saw that the jump ability doesn't actually allow you to jump over anything.
Is this because when jumping you're still considered a land unit, and thus unable to jump over other units and terrain?
Is there any solution to this? Not being able to jump over anything would severely limit some maps.
you are correct, its just cosmetic most of the time. youd have to change the mover or morph the unit type while jumping to achieve a true 'jump'. being that changing the mover is i THINK (im not 100% but im pretty sure) is only achieved through the setcatalogvalue thing, which changes it for ALL units of that UNIT TYPE. so in a dota, with only 1 hero of that type its ok, but with multiple units of that type, its fail. but the morph ability would be your most 'authentic' choice, but not sure how smooth youll be able to make it look. and even then, when the units jump theyre 'running on air' and looks lame to me. ive played with using zerg units 'burrow/unburrow' which kind of simulates momentum in the unit body of leaping but even then it only looked BETTER, but not smooth enough for me to keep it. as always, the reaper looks just fine jumping.... (you probably could the high templar or any unit that hovers as well) but im not worried or playing with this stuff just yet personally. good luck amigo-
Well you can disable colission and jump over units, but if you want to jump over unpathable area you will need the morph.
Also, can you really use CatalogFieldSetValue? Seemed to me that whatever I tried to change, I always got the read-only error.
Hm, you mentioned that it looks really ugly because the unit "runs in the air".
Isn't it possible to freeze the unit animation mid run to make it look like a jump? For example, it would look great on the marine if you froze his running animation halfway through for the jump.
Also, about morphing, is that how it was done for maps like DNA wars where the Marauder jumps down from the cliff (although it looked like he slid down to me)?
Also, while we're on the topic of ugly animations - I'm really disappointed Blizzard did not decide to add running while shooting animations. This has severely damaged the authentic looks of many shooter games like FPS games where a marine just slides while shooting, or the Metal Slug remake where the same problem persists... *sigh*. Is it possible to edit a model's animation? Frankly, I haven't seen it done yet myself because I always see people using Blizzard's preset dance animations for their units.
Edit: 1 more question and I don't think it's anything big enough to warrant a new topic, but put simply, can you reduce and increase the actual collision size of a unit? I'm just curious because it looks very ugly to have a huge Ultralisk that attacks a unit when that unit is literally underneath it (where it would be in front of a normally sized Ultralisk).
I've noticed that a lot of maps that have implemented the jump ability really don't utilize it at all. I've played around a bit and saw that the jump ability doesn't actually allow you to jump over anything.
Is this because when jumping you're still considered a land unit, and thus unable to jump over other units and terrain?
Is there any solution to this? Not being able to jump over anything would severely limit some maps.
you are correct, its just cosmetic most of the time. youd have to change the mover or morph the unit type while jumping to achieve a true 'jump'. being that changing the mover is i THINK (im not 100% but im pretty sure) is only achieved through the setcatalogvalue thing, which changes it for ALL units of that UNIT TYPE. so in a dota, with only 1 hero of that type its ok, but with multiple units of that type, its fail. but the morph ability would be your most 'authentic' choice, but not sure how smooth youll be able to make it look. and even then, when the units jump theyre 'running on air' and looks lame to me. ive played with using zerg units 'burrow/unburrow' which kind of simulates momentum in the unit body of leaping but even then it only looked BETTER, but not smooth enough for me to keep it. as always, the reaper looks just fine jumping.... (you probably could the high templar or any unit that hovers as well) but im not worried or playing with this stuff just yet personally. good luck amigo-
Well you can disable colission and jump over units, but if you want to jump over unpathable area you will need the morph. Also, can you really use CatalogFieldSetValue? Seemed to me that whatever I tried to change, I always got the read-only error.
@M0rt1mer: Go
http://forums.sc2mapster.com/development/tutorials/1250-triggers-catalog-field-value-get-set/#p6
Seems you can't, but look my last message.
Interesting, thanks.
Hm, you mentioned that it looks really ugly because the unit "runs in the air".
Isn't it possible to freeze the unit animation mid run to make it look like a jump? For example, it would look great on the marine if you froze his running animation halfway through for the jump.
Also, about morphing, is that how it was done for maps like DNA wars where the Marauder jumps down from the cliff (although it looked like he slid down to me)?
Also, while we're on the topic of ugly animations - I'm really disappointed Blizzard did not decide to add running while shooting animations. This has severely damaged the authentic looks of many shooter games like FPS games where a marine just slides while shooting, or the Metal Slug remake where the same problem persists... *sigh*. Is it possible to edit a model's animation? Frankly, I haven't seen it done yet myself because I always see people using Blizzard's preset dance animations for their units.
Edit: 1 more question and I don't think it's anything big enough to warrant a new topic, but put simply, can you reduce and increase the actual collision size of a unit? I'm just curious because it looks very ugly to have a huge Ultralisk that attacks a unit when that unit is literally underneath it (where it would be in front of a normally sized Ultralisk).