| 02-27-2009, 05:41 PM | #1 |
Hey there, I would like my dummy projectile to fly straight on when they reach an abyss ,I made with the terrain lowering tool, instead of losing height rapidly. However I fail getting the right functions / calculations. Thus I hope that you could to tell me how I get that working (in vJASS). Thanks in advance. |
| 02-27-2009, 06:30 PM | #2 |
First you'd have to add and remove the ability 'Arav' to/from the dummy unit so that the unit doesn't use this flying height smoothing which is neat for normal flying units but usually screws up projectiles: JASS:call UnitAddAbility(u, 'Arav') call UnitRemoveAbility(u, 'Arav') As a unit's flying height is just a z-offset to the terrain under the unit you'd have to add the terrain height difference to the unit's flying height. If you're moving the projectile by hand (i.e. a periodic timer) you can just set the unit's flying height to call SetUnitFlyHeight(u, GetUnitFlyHeight(u)+dz, 0) where dz is the z-difference of the current unit location and the location the unit is being moved to. If you're not moving the projectile via timer though you might have to make a periodic timer and every now and then adjust the unit's flying height like described above. You can also just use one of the projectile systems on this forum :). |
| 02-27-2009, 06:38 PM | #3 |
I'm not entirely sure (maybe 'Arav' works too) but back when I learned the bug it was specifically 'Amrf'. Opossum has the right idea, I'll let him help ya. |
| 02-27-2009, 06:47 PM | #4 |
Ah thanks guys, that sounds good ;P Gonna test it soon. |
| 02-27-2009, 08:38 PM | #5 | |
Quote:
'Amrf' will probably work too. It's just Medivh's version of the night elf Storm Crow Form. |
| 02-28-2009, 03:43 PM | #6 |
Works smooth now, +Rep both. |
