HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

another jump thread...

08-02-2003, 07:16 PM#1
exalted-one
I've designed another method for jumping. I based it off of Norbo's incredibly easy idea, only tried to make it look smooth, yet impossible for any human(oid) being to do. I posted a poll so you viewers at home could try this out and tell me what you think. I'm too lazy to make a special map for you to test it out, though. And I'm DEFINITELY not going to share my map with anyone here, yet, because it's a while from being finished (about a month at most). Here's what it looks like now:

Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Jump
Actions
Animation - Change (Triggering unit) flying height to 250.00 at 1.00
Unit - Order (Triggering unit) to Move To (Target point of issued order)

Just so there's no confusion, Jump is an Ability variable, 1.00 is the rate that the flying height is changed to at, and "(Target point of issued order) is the target for Jump.

EDIT: I'm not lazy anymore, so I made a special map for testing. And apparently it's not working. Maybe it's because I based it off of Cyclone, but I didn't think it mattered. Anyone able to help me with this?
08-02-2003, 09:42 PM#2
c0nnick
Or... It could just be that u cant change fly height of ground units...
08-02-2003, 10:01 PM#3
exalted-one
It could be...

....


What if I made a custom unit based off of a flying one, changed the model and set the fly height to zero? Would that work?


EDIT: Okay, this is working better. Now that I have some response, I can see the footman with the Jump ability get higher, but it's only small amounts at a time. I used it about 15 times and he could move over a farm. And he's not moving to the point I'm telling him to go to. If someone could help me with that, that would be good, too.
08-02-2003, 10:06 PM#4
yoda_24
just base the jump spell off one of the morph spells (such as storm crow form) and change it to a flying unit.

or, modify one of the chaos abilities to change it to a flying unit with the same model as the ground unit and have the trigger give the unit the chaos ability. Then chaos it back to the original ground unit.
08-02-2003, 10:40 PM#5
exalted-one
Actually, I'm seeing some progress here. The rate is now 65 and the footman rises smoothly into the air. And I'm gonna lower the height he rises up to to 220 so he doesn't really fly. This is startin to look real good. HOPEFULLY, there will be an attachment to the test map I'm using at the bottom of the post so you can see how it looks so far.

EDIT: I've pretty much gotten the raising the unit part down and that looks very nice. Now I just need it to get all the way to the targeted point, get a suggestion on how I'm to go about lowering the footman again, and fix the but where the green selection circle goes to the footman's head. And the attachment was updated to show the changes.
08-02-2003, 11:32 PM#6
Raptor--
i took a quick look at your map, i did about 5 minutes of adjustments and added a 'gravity' system to it, to simulate acceleration into the air, and then constant deceleration as he approaches the peak, then he falls down

just a thought, the map is attached below the trigger is typed here, of course the footman reference would have to be replaced with a variable and/or array

Code:
Jump
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Jump 
    Actions
        Set Height = 1
        Set AccelUp = 70
        Animation - Change (Triggering unit) flying height to (Real(Height)) at 250.00
        Unit - Order (Triggering unit) to Move To (Target point of issued order)
        Unit - Turn collision for Footman 0001 <gen> Off
        Countdown Timer - Start Timer as a One-shot timer that will expire in 0.10 seconds

----------------------

Time
    Events
        Time - Timer expires
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Height Greater than 0
            Then - Actions
                Game - Display to (All players) the text: (String(Height))
                Set Height = (Height + AccelUp)
                Set AccelUp = (AccelUp - 10)
                Animation - Change Footman 0001 <gen> flying height to (Real(Height)) at 1000.00
                Unit - Order Footman 0001 <gen> to Move To ((Position of Footman 0001 <gen>) offset by 256.00 towards (Facing of Footman 0001 <gen>) degrees)
                Unit - Turn collision for Footman 0001 <gen> Off
                Countdown Timer - Start Timer as a One-shot timer that will expire in 0.10 seconds
            Else - Actions
                Animation - Change Footman 0001 <gen> flying height to 0.00 at 10.00
                Unit - Turn collision for Footman 0001 <gen> On
                Set Height = 0
08-02-2003, 11:37 PM#7
Raptor--
jebus christ that was frekaing anoying, i waited like 10 minutes for that post to submit
08-02-2003, 11:48 PM#8
exalted-one
Raptor--, that is by far the tight-assest jumping system I have EVER seen. Great job. Very very very nice. By the way, the collision of the footman doesn't turn back on. And the text messages were unnecessary. But if you can fix the collision of the Footman, that will be exactly what I want to use in my map.
08-02-2003, 11:53 PM#9
Raptor--
1) this is cause the unit is using 'fly', switch it to hover or whatever

2) i dunno, i didn't pay attention to the selection circle -- no idea what that's about
08-03-2003, 12:16 AM#10
exalted-one
Raptor--, I tried using hover and float and anything else I thought would work, but hover is basically just ground, I can't tell the difference. And float makes the unit unable to move. So the collision problem needs to be fixed with triggers.
08-03-2003, 03:05 AM#11
Dragoon-elf
Damn, raptor beat me to the answer. (I used the same thing in my baseball map)

Personnaly, I like the idea of using the DotC morph spell to change the unit to flying while it jumps.