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."
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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."