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Increasing Max Unit Speed Discussion

11-24-2002, 03:10 AM#46
Squash_Monster
Quote:
Originally posted by Trav
How about after a unit reaches the cap of 400, turn on a trigger specific to that unit that will activate each time it is issued an order. The action will be to move the unit with an offset towards it's desired direction, but with a small distance so that it doesn't look choppy. For every increase after that, just force the trigger to run multiple times as desired.

I haven't tested that out, but it might work.

I've done this before. It works, but the units have a tendancy to fly off target, and after about a dozen units start using it, the game lags like crazy.
12-02-2002, 01:05 AM#47
Kojiro
Making 6 different auras like that might not work because they use the same logic as endurance and unholy aura. But, I havn't tried it anyways... its just an assumption.
12-02-2002, 06:17 AM#48
Guest
That should work.... but the actual speed in the game is stopped at 400 even if you start out at 400 and have an applied.
12-03-2002, 03:51 AM#49
Guest
Here my idea. Take the UnitsMedaData.slk and change the minimum to 1000. Now set the unit's speed. Must be 1000, save the map, import UnitMedaData.slk into the map, and prey. This might work.
12-04-2002, 06:15 PM#50
Guest
I think this all may be trying to go over the limits of the WC3 engine. When you speed up a unit in either attack or movement, you also speed up the relative animation. Animated models are just a large collection of frames meshed together in a model format. There is a limit to how fast the animation can preform before there is serious frame skipping, determined partly by how many frames are in the model and partly by the capabilities of the game engine being used.

Worse yet, the game engine may try to display ALL applicable frames even when there is not enough time to do so (which may be why there is a set limit). In fact, it looks like at unit speed "400" a unit's walk animation cycles through at around 0.5 seconds. Let's say WC3 tries to stay around 50 FPS (frames per second). That is 5 frames every 1/10th of a second, and 25 frames per half a second. If you increase the speed to "800", the animation might try to cycle through in around 0.25 seconds. If the animation is over 13 frames, that would cause a problem.

Note: The first paragraph assumes the models already have animation keys. If the models are animated by the engine itself, that's even worse.
12-10-2002, 03:26 AM#51
divinesage
If what generalmx said is true, then what about patch 1.01 when you could push the speed over the limit of 400?
12-10-2002, 08:53 PM#52
Jeltz
What generalmx say is false. I think the frames of the animation are calculated and that each time the engine renders a frame it uses the clock to know where in the animation it is and renders the animation. In 1.1 max speed was 1000.
12-10-2002, 09:51 PM#53
Guest
Quote:
Originally posted by Jeltz
What generalmx say is false. I think the frames of the animation are calculated and that each time the engine renders a frame it uses the clock to know where in the animation it is and renders the animation. In 1.1 max speed was 1000.


Even if the engine skips frames, Blizzard could have decided that beyond 400 too many frames are skipped or they are skipped too quickly. I think the 400 max was mainly a cosmetic thing.
12-11-2002, 02:05 AM#54
dataangel
generalmx, what you say is unlikely:

1. 1.01 as aforementioned
2. Replays can play at 8x speed
3. Blizz doesn't have any cosmetic problems with #2
12-11-2002, 03:07 PM#55
Jeltz
Unit speeds can be up to 1000*8=8000.
12-14-2002, 06:32 PM#56
Guest
Quote:
Originally posted by dataangel
generalmx, what you say is unlikely:

1. 1.01 as aforementioned
2. Replays can play at 8x speed
3. Blizz doesn't have any cosmetic problems with #2


Erm, no cosmetic problems at 8x Replay Speed? Have you ever played Warcraft 3 on a computer that just meets the minimum requirements? It lags horribly at 8x replay speed.

Well, perhaps this is all just an oversight by Blizzard. Has anyone informed them that they capped the unit speed?
12-19-2002, 08:47 PM#57
dataangel
Like I said, blizzard doesn't seem to have any problems with it. And multiply any min system requirements you see for any game by 2 and you've usually got something more realistic.

Jeltz, where did you pull 8000 from?
12-20-2002, 06:23 AM#58
Chippermonky
well sicne this topic started in may, and maybe spell editing hasnt been invented, I dont have time to look through 50 posts, and this has probably been posted (<-- definitly) but couldnt you just edit unholy to tartget self and nothign else, then make it do 5000 percent increase. btw can you get custom spells into games?
12-26-2002, 11:45 PM#59
SilentSpyder
Is there a way to do something with windwalk?
01-14-2003, 02:16 AM#60
Guest
Is this discussion dead yet, or still going? Should it be un-stickied, or are people still willing to get this done?