Hi,
If an unit outside of the playable area is given orders (through triggers) to move to a point also outside of the playable area, it has no problems reaching that point. To an unit inside the playable area, an order to move outside the bounds will be clamped and the unit won't be able to reach that point.
I would like to somehow manage to make trigger-controlled units move beyond the playable area, so that can be removed without any player being able to see them "disappear". Calling RegionPlayableMapSet() (Set the playable map area to region) to the entire map temporarily to issue the order doesn't seem to make any difference to move beyond the "default" playable map area.
Does anyone know a solution? Thanks
I would probably try something like making the unit "ignore placement requirements" then order it to move away, but it looks a bit too obvious to work that simply... It's worth trying though. I think I remember you can make a unit move up/down cliffs with "ignore placement requirements", so I guess it also allows any unit to move out of the playable area.
Have you tried using the Move Unit Instantly function? If you set the point to a polar offset with a distance of 5 or so and the angle towards the outside of the playable map area the unit should move that way. If you want a smooth transition you could do this in a loop.
The flag "ignore placement requirements" makes the unit ignore cliffs and so on, but only upon creation. For example, a ground unit created on a cliff won't be able to walk over the cliff again after moving away from it.
You are right, "Move Unit Instantly" with blending might work if executed 16 times per second, I just don't think it would look very natural...
Back in the War3 days, it was possible to order an unit to move beyond the playable map area. Is there any way to achieve the same thing in SC2?
You are right, "Move Unit Instantly" with blending might work if executed 16 times per second, I just don't think it would look very natural...
You would be surprised. If Blending is set to true the unit will execute it's walk/run animation. Set the speed properly and it can look just like a move order.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I would probably try something like making the unit "ignore placement requirements" then order it to move away, but it looks a bit too obvious to work that simply... It's worth trying though. I think I remember you can make a unit move up/down cliffs with "ignore placement requirements", so I guess it also allows any unit to move out of the playable area.
Have you tried using the Move Unit Instantly function? If you set the point to a polar offset with a distance of 5 or so and the angle towards the outside of the playable map area the unit should move that way. If you want a smooth transition you could do this in a loop.
The flag "ignore placement requirements" makes the unit ignore cliffs and so on, but only upon creation. For example, a ground unit created on a cliff won't be able to walk over the cliff again after moving away from it.
You are right, "Move Unit Instantly" with blending might work if executed 16 times per second, I just don't think it would look very natural...
Back in the War3 days, it was possible to order an unit to move beyond the playable map area. Is there any way to achieve the same thing in SC2?
You would be surprised. If Blending is set to true the unit will execute it's walk/run animation. Set the speed properly and it can look just like a move order.