I'm moving by issuing commands, it seems smoother to me. Have you had success making WASD movement + mouselook aiming using instant moves? If so, I will test it out and see how it compares to issuing move commands.
I tryed both methods (for camera and for unit) and I perfer gradual move on the character, instant on the camera (as apposed to following the unit). Gradual on the unit because with 2+ players you can see each other and dont want it looking jumpy and instantly comming to a halt (without waitting for the polling timer) is not natural AT ALL. Instant on the camera because the only GOOD way I could find to have it move gradualy (look at and follow actor (actor attached to units head or centre) was smooth as silk BUT when I changed the direction my unit was moving it, the camera would pan around (as it was being dragged by the unit).
As a side note having the camera follow works realy well for first person perspective racing (where unlike a FPS you dont controll your camera/look in different directions to the one your moving) As it auto sets the camera to look at the same pitch/yaw/height/x/y position as the unit (from what ever attachment point position you want) and moves the camera smoothly with the unit rather than jumping it after the unit. (Msg me for code)
However, it would be much simpler and cleaner code if I could implement this UnitState. What I have found is that after setting this state, whenever I adjust the height of my unit, it acts as if this state were not set.
Has anybody else dealt with this issue? If so, have you found a way around it or can we consider this a bug?
I found that when you set a the units flag/place a unit with flag (iggnore terrain height) that the unit is initialy shown at Ground Height at Point + Data->Unit->Art-Height
This is a bug. If you then move your new terrain ignoring unit its height goes nuts, and becomes Max ( 0 OR Art Height - Terrain Height)
I.E. if your terrain is at 9 units heigh, your art height is 10 units heigh, your unit will become 1 unit off the map floor (8 units UNDER the ground)
The acutal unit value will read as it should in debug... verry stange...
To avoid this after creating a flaged unit / changing a reguler unit to have that flag. Just set the height to w/e you want (proberbly terrain height at point) and from then on it will be at EXACTLY that height, reset as you see fit.
This works smoothly, I have used it to make a unit which is normaly ground bound go Flag Active for jumps (so that it can move smoothly over terrain while running, but move un influenced by even the smallest terrain changes while jumping.
(if I used instant move I could ignore this but if there was a spike in the terrain < move distance w/o changing his flag he would ungulate with it.)
I have some thoughts on your other post (about cliffs and jerking) that ill put up in a minute.
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I tryed both methods (for camera and for unit) and I perfer gradual move on the character, instant on the camera (as apposed to following the unit). Gradual on the unit because with 2+ players you can see each other and dont want it looking jumpy and instantly comming to a halt (without waitting for the polling timer) is not natural AT ALL. Instant on the camera because the only GOOD way I could find to have it move gradualy (look at and follow actor (actor attached to units head or centre) was smooth as silk BUT when I changed the direction my unit was moving it, the camera would pan around (as it was being dragged by the unit).
As a side note having the camera follow works realy well for first person perspective racing (where unlike a FPS you dont controll your camera/look in different directions to the one your moving) As it auto sets the camera to look at the same pitch/yaw/height/x/y position as the unit (from what ever attachment point position you want) and moves the camera smoothly with the unit rather than jumping it after the unit. (Msg me for code)
I found that when you set a the units flag/place a unit with flag (iggnore terrain height) that the unit is initialy shown at Ground Height at Point + Data->Unit->Art-Height
This is a bug. If you then move your new terrain ignoring unit its height goes nuts, and becomes Max ( 0 OR Art Height - Terrain Height) I.E. if your terrain is at 9 units heigh, your art height is 10 units heigh, your unit will become 1 unit off the map floor (8 units UNDER the ground) The acutal unit value will read as it should in debug... verry stange...
To avoid this after creating a flaged unit / changing a reguler unit to have that flag. Just set the height to w/e you want (proberbly terrain height at point) and from then on it will be at EXACTLY that height, reset as you see fit.
This works smoothly, I have used it to make a unit which is normaly ground bound go Flag Active for jumps (so that it can move smoothly over terrain while running, but move un influenced by even the smallest terrain changes while jumping. (if I used instant move I could ignore this but if there was a spike in the terrain < move distance w/o changing his flag he would ungulate with it.)
I have some thoughts on your other post (about cliffs and jerking) that ill put up in a minute.