In first person it's mostly smooth, once you bring your character on screen the camera does get jerky when turning the character.
Though I imagine you could do the same thing with issue'ing orders as long as the issue order and height offset are right after another in the game loop, I'll give it a go later
Oh wow you can change that? The constant flickering from auto-adjustments was driving me nuts
I don't know if you're doing all the movement from instant positioning or some combination of issue ordering, but if the former try reading from stored vectors/points at all times and only writing to the unit, like this:
gameloop(){
newposition = oldPosition + movement;
Turn ignore Height State On
Move unit instantly to newposition
Set unit height to Z-value of newposition
oldPosition = newposition
}
@rrowland: Go
In first person it's mostly smooth, once you bring your character on screen the camera does get jerky when turning the character.
Though I imagine you could do the same thing with issue'ing orders as long as the issue order and height offset are right after another in the game loop, I'll give it a go later
@rrowland: Go
Oh wow you can change that? The constant flickering from auto-adjustments was driving me nuts
I don't know if you're doing all the movement from instant positioning or some combination of issue ordering, but if the former try reading from stored vectors/points at all times and only writing to the unit, like this:
gameloop(){
newposition = oldPosition + movement;
Turn ignore Height State On
Move unit instantly to newposition
Set unit height to Z-value of newposition
oldPosition = newposition
}