Here is a test map where I simply set the global time scale to 1.1 with an initialization trigger, and have some reapers, both preplaced and spawned on timers.
The preplaced reapers and the reapers which are created 1 second have start will have buggy cliff jumping movement where they either gain height after landing or get teleported back to where they started the jump to try again and again.
The set of reapers which are made 5 seconds after start perform normally.
I have a map where I would like to set the timescale and use cliff jumpers. The units are mostly preplaced, but I guess I can work around this by spawning them 30 seconds in(the amount of time before they normalize is longer in that map, I think because I am scaling time by 2.333 instead of 1.1). Still I'd be worried that they would spontaneously break again, so I'd be interested if anyone had any insight about what could be done.
Also setting global timescale will scale movement animations at twice the rate as all other unit animations. This can be made obvious by setting the gamespeed to precisely compensate for the timescale change. Anyways, just seems to be another bug, but easily corrected by changing each unit's movement animation speed.
I've done some further testing and found that a time scale behavior will do the same... so I guess its just that time scale is somehow incompatible with cliff jumping...
I figured out a good work around. I just gave cliff jumpers a local timescale lowering behavior which cancels out the global one. I can just edit the timings on all of their stuff manually.
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Here is a test map where I simply set the global time scale to 1.1 with an initialization trigger, and have some reapers, both preplaced and spawned on timers. The preplaced reapers and the reapers which are created 1 second have start will have buggy cliff jumping movement where they either gain height after landing or get teleported back to where they started the jump to try again and again.
The set of reapers which are made 5 seconds after start perform normally.
I have a map where I would like to set the timescale and use cliff jumpers. The units are mostly preplaced, but I guess I can work around this by spawning them 30 seconds in(the amount of time before they normalize is longer in that map, I think because I am scaling time by 2.333 instead of 1.1). Still I'd be worried that they would spontaneously break again, so I'd be interested if anyone had any insight about what could be done.
Also setting global timescale will scale movement animations at twice the rate as all other unit animations. This can be made obvious by setting the gamespeed to precisely compensate for the timescale change. Anyways, just seems to be another bug, but easily corrected by changing each unit's movement animation speed.
@intanjir: Go
I've done some further testing and found that a time scale behavior will do the same... so I guess its just that time scale is somehow incompatible with cliff jumping...
I figured out a good work around. I just gave cliff jumpers a local timescale lowering behavior which cancels out the global one. I can just edit the timings on all of their stuff manually.