| 09-12-2003, 08:16 PM | #1 |
How do you make a unit jump like in the FPS Mod?I really need to know for my map. |
| 09-15-2003, 01:26 AM | #2 |
One easy way I know of is to just change the height of the unit and then change the height to move him back down again. You could use variables and loops to make a gravity and intertia like effect and to spiff it up a bit. |
| 09-15-2003, 02:41 AM | #3 |
Just for asking this question, I can tell you you probably cant do it... just use blink or something. I usually dont say this, but look for shortcuts... like using blink, cuz it requires a SKILLED trigger to do jumping and such. Im tired and I cant think of much to say on the subject, but if your map doestn really NEED jumping, Id suggest u dont even use it. I cud probably do it tho, and mebe I cud tell u sum Ideas. The more I think about it, the easier it sounds. IF u want jumping to be just a way to dodge attacks, simply make the unit that has it hovering. Then when the ability is used, change the fly height and make the unit invulnerable, and make the unit neutral or sumthin so it dont sttack and scare enemies away. So have the fly height gradually go up, then back down, and when he hits 0 again, take of invulerable, and giv it back to owner. But jumping can be VERY buggy, and a system that works on 1 map might not work on another becuz of other triggers u may have, or it might mess up unit AI(Like how in mine if ur guy attacks while in air, enemies will try to run and crap) -Connick |
| 09-15-2003, 03:07 AM | #4 |
create a specific jumping unit that mimics the original unit, but has fly attribute best results would be to keep a variable called 'HEIGHT' and 'VELOCITY' although its not entirely necessary to have a height variable when the jump is triggered replace the unit with the jumping unit, making its fly height 0 set the VELOCITY to something above 0, high enough to simulate a good leap, but not too high since u want him to come down in a reasonable amount of time set the HEIGHT to 1 or something, and begin a loop: every 0.1 seconds of game time, set HEIGHT = HEIGHT + VELOCITY set VELOCITY = VELOCITY + Acceleration Constant (which would be a negative number) set flying height of unit = HEIGHT over 1000 or something fast enough if HEIGHT <= 0 then do any checks u want for landing, and replace the flying unit with the original unit end the looping trigger so it doesn't go overboard with periodics thus that will create an arcing jump, possibly u'd want to lock the momentum of the unit so u can't turn midjump and the animation so it doesn't look like hes running through the air, and u could set it to bounce u back if u land in a bad spot for instance, or stun units around him when he lands i have a test map that demonstrates the concept but i didn't feel like posting it |
| 09-15-2003, 07:54 AM | #5 |
The method I was going to use before I read this post was to make the unit flying, set pathing blockers to all air units wherever ground units couldn't go, then use standard altitude changing stuff to make him jump. Now that I've read this I must agree with you raptor, however you have one flaw... Gravity doesn't reverse so going up you need an initial velocity, which should go down, then when your upward velocity starts becoming negative your altitude goes down faster and faster. When you reach an altitude of the ground, you need to redo the switch. A jump needs to be more than just going straight up and then down again however so you need a forward movement constant that would remain nearly the same as you go, perhaps slightly lowering due to plausible air resistance and then like the other, when you reach the ground you stop. User control over this unit should be denied during the jump. A special effect upon landing and jump-off should be included to take the attention away from the unit swap. As connick said, it will be very hard to make triggers to keep you from landing in water and stuff because you have to calculate the distance to the nearest available point, calculate that point before the jump, and make you actually jump for that position. Due to that function you will need to adjust your initial velocity or travel velocity to reach your destination before you land. Regions need to be set on higher altitude stuff to avoid letting you jump 50 feet high. Different velocities and jump programs should be set to differ between a running jump, standing jump, and stuff like that. And all this is just for a jump function... Sticking with the basics or going to the extreme are both very tough choices. If you have the time and skill you should definately go for the extreme otherwise avoid jumping as much as possible with simulation jumps. |
| 09-15-2003, 06:14 PM | #6 |
Connick, I dont really know you, but do you think it is appropriate to talk down to someone asking a question in one breath, and with the next talk yourself up about how you are 1337 enough to get the job done? Especially given that your solution itself seems rather incomplete compared to what follows. Also, why make a unit invulnerable, or neutral? Ranged units should be able to attack jumpers, and pausing the unit or reducing its acquisition range would just as easily keep a jumping unit from attacking if so desired. Please show a little respect for other people. People obviously have done you the same courtesy, or else you would not have hung around for 300+ posts. |
| 09-15-2003, 10:11 PM | #7 |
As they say in WinterMauls TD: Dont scream at the noobs nade build infront of them and steal all their kills, just tip them and help them =O) not to say that Cyberdragon is a noob since jumping truly is a hard thing to implement into a map |
| 09-20-2003, 11:29 AM | #8 |
Has anybody tried this yet? |
| 09-20-2003, 05:27 PM | #9 |
Raptor-- is right... I have made a jumping ability similar to how he described it. I also have a different jumping ability where the 'jumping unit' looks like he jumps off the screen, 2 secs later he comes down and lands on the target enemy. (similar to Final Fantasy's Dragoon's Jump) I can help you with this version of jump if you need it........ but its really simple to do. by using dummyunits, hiding/unhiding the jumping unit, and change dummyunits height. - ByTe.ME uswest |
| 09-20-2003, 07:56 PM | #10 |
While it might not exactly pertain to making units jump, a fair idea (if you don't jump at preset times) is to alter the 'flying' jump unit so it's not the exact same as the original with a different movement height. Namely, make it so units in the middle of jumping don't attack (disable both attacks), and dodge attacks (get a custom version of Evasion, 75% or higher). This way it can be used so people can jump to help evade attacks, but repeatedly jumping means they'll get no attacks off and attacks may still hit them. |
| 09-21-2003, 03:57 AM | #11 |
Hehe Raptor already posted a map with the jump trigger on it no? Just to make your time easier i'll post it again (raptor posted it, so I think he probably made it). Open it. It's really simple to understand (raptor's post just makes things much more complicated. Just take a look at the triggers and poof! Easy understanding). Btw c0nnick, if you can't help, don't help. If you think someone has no ability to do something, give him the ability to do it. If you can do it, you're in no position to say anything. |
| 09-21-2003, 12:59 PM | #12 |
ty, but i want the unit to be a ground unit and not have movement set to fly, he had it set to fly thats only reason why it worked for him |
| 09-21-2003, 01:10 PM | #13 |
[quote] Raptor-- is right... I have made a jumping ability similar to how he described it. I also have a different jumping ability where the 'jumping unit' looks like he jumps off the screen, 2 secs later he comes down and lands on the target enemy. (similar to Final Fantasy's Dragoon's Jump) I can help you with this version of jump if you need it........ but its really simple to do. by using dummyunits, hiding/unhiding the jumping unit, and change dummyunits height. Ty for the idea, ill use dummy units and change there hieght |
| 09-22-2003, 04:50 AM | #14 |
Your welcome... Dummy units and Polar points of offsets are what I mainly use........ - ByTe.ME uswest |
