It's just every .0001 second move unit in front of it by small amount, if unit doesnt have 1000 turn rate it wont turn, and if it has it will do it instantly (insta 180 is not what i want)
I would have to see the full trigger - but my guess would you want to get the angle of unit and or some method to detect the way they are moving currently before the move... After you move the unit to the position you want issue order to continue moving the same direction they are pointing or w/e....
No, it just happens so fast (every .0001 second) that there is no time for unit to make a turn. Also missiles seem to miss unit when it moves via trigger
You'll likely need to make an event handler for a unit move command. Assuming for a moment the unit is always sliding towards the angle it's facing, your event handler might look something like this:
Event - Unit Is Issued Order - Move
Target Point = Target of Order - Triggering Unit - Index 0
Issue Order - Triggering Unit - Stop
Make Triggering Unit Face Angle over 0.3 seconds - Angle between points - Position of Triggering Unit - Target Point
That's a very simplified version of what I've done for ice physics in my own map. Instantly telling the unit to stop prevents the actual move command from doing anything, then turning the unit via a trigger gives it a nice smooth animation.
Im trying to make slide mechanism that allows user to turn the unit, but moving it stuns it. Any ideas?
Could you post your trigger? Move instantly doesn't stun units as far as i know.
It's just every .0001 second move unit in front of it by small amount, if unit doesnt have 1000 turn rate it wont turn, and if it has it will do it instantly (insta 180 is not what i want)
@ZenonMalinowski: Go
I would have to see the full trigger - but my guess would you want to get the angle of unit and or some method to detect the way they are moving currently before the move... After you move the unit to the position you want issue order to continue moving the same direction they are pointing or w/e....
Hope this makes sense.
No, it just happens so fast (every .0001 second) that there is no time for unit to make a turn. Also missiles seem to miss unit when it moves via trigger
You'll likely need to make an event handler for a unit move command. Assuming for a moment the unit is always sliding towards the angle it's facing, your event handler might look something like this:
That's a very simplified version of what I've done for ice physics in my own map. Instantly telling the unit to stop prevents the actual move command from doing anything, then turning the unit via a trigger gives it a nice smooth animation.
Use the new Kinetic thing?
@joey101d: Go
the one issue with using kinetics is the directions are predetermined
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)