It depends on how you move your unit.
If you're using an "Issue unit to move bla bla" Then it will automatically jump if you set up the spell correctly.
If you're using "Move unit instantly" then it'll get much much more complicated..
So now, I how does your unit gets moved? You did paste the trigger here but that isn't the actual movement. I guess that movement takes place in that "Recalculate Mition Variables" function.
You're either using:
Unit - Issue (Order - Move) for (unit) to X,Y
or:
Unit - Move (unit) instantly to X,Y
When using the first one it should be OK.
When using the second one you're no good.
IF you're using the first one then try this:
Select your unit and move it normally up a cliff (like you'd do in a melee game). If it does cliffjump then I don't know. If it does NOT cliffjump then you didn't set up the cliffjumping correctly.
I think a Mover (Jump) should be added while the button is pressed until the unit lands.
However i don't know if it is possible to add Movers with triggers. Maybe through behaviours...
this is what I'm using for movement
Events
UI - Player Any Player presses W key Down with shift Allow, control Allow, alt Allow
Local Variables
Conditions
Played Controlled Unit[(Triggering player)] != No Unit
Actions
Variable - Set Cartesian Velocity (x)[(Triggering player)] = (Cartesian Velocity (x)[(Triggering player)] + 1.0)
Recalculate Motion Variables((Triggering player)) (thats just for forward)
That looks like my code, lol. If you're using the WASD movement framework I published then there's a very simple modification to get reapers working with cliff jumping:
"This requires a VERY small tweak to the map triggers. Under the "Handle Motion" trigger, where it says "offset by Polar Velocity (r)[Player]", you need to change this to an Arithmetic (Real) function to multiply this value by 3. The final trigger looks like "offset by (Polar Velocity(r)[Player] * 3.0)". This will allow the reaper to jump up cliffs without interfering with movement for non-cliffwalking units."
I got the triggers from a friend who said he used a tutorial, sry if it's yours
????? you kinda lost me with that code (I'm still kinda new to triggers) and it's a zealot that I need to make jump. It has the reaper cliff jump behavior but I'm trying to have the jump be on a button press.
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how can I make a unit in 3rd person WASD movement jump up/down a cliff when a button is pressed and the unit moves toward a cliff?
I gave my unit the cliff jump behavior do I need to have a trigger make the unit use the ability?
It depends on how you move your unit.
If you're using an "Issue unit to move bla bla" Then it will automatically jump if you set up the spell correctly.
If you're using "Move unit instantly" then it'll get much much more complicated..
this is what I'm using for movement
anybody know?
Sorry I didn't reply.
So now, I how does your unit gets moved? You did paste the trigger here but that isn't the actual movement. I guess that movement takes place in that "Recalculate Mition Variables" function.
You're either using:
Unit - Issue (Order - Move) for (unit) to X,Y
or:
Unit - Move (unit) instantly to X,Y
When using the first one it should be OK.
When using the second one you're no good.
IF you're using the first one then try this:
Select your unit and move it normally up a cliff (like you'd do in a melee game). If it does cliffjump then I don't know. If it does NOT cliffjump then you didn't set up the cliffjumping correctly.
I think a Mover (Jump) should be added while the button is pressed until the unit lands.
However i don't know if it is possible to add Movers with triggers. Maybe through behaviours...
That looks like my code, lol. If you're using the WASD movement framework I published then there's a very simple modification to get reapers working with cliff jumping:
"This requires a VERY small tweak to the map triggers. Under the "Handle Motion" trigger, where it says "offset by Polar Velocity (r)[Player]", you need to change this to an Arithmetic (Real) function to multiply this value by 3. The final trigger looks like "offset by (Polar Velocity(r)[Player] * 3.0)". This will allow the reaper to jump up cliffs without interfering with movement for non-cliffwalking units."
@RileyStarcraft: Go
I got the triggers from a friend who said he used a tutorial, sry if it's yours
????? you kinda lost me with that code (I'm still kinda new to triggers) and it's a zealot that I need to make jump. It has the reaper cliff jump behavior but I'm trying to have the jump be on a button press.