| 07-06-2004, 05:41 AM | #1 |
Ok, about 6 months ago, I played this one map. It was a scenario map made to play baseball (if you don't know what baseball is, I dunno what to tell you :\ ). The ball's model used the shadow orb fragment (without the sparkly things). Somehow, the mapper gave this ball (I don't know if it was used as a unit, missile projectile, or what) real-world physics. When the ball was "pitched" or "hit," it would arc in the air, bounce off the ground, bounce off the wall, lose velocity at a constant rate, etc. :o Now, I've since then formatted my computer more than once and I no longer have the map. No one plays the map either, and the creator hasn't released any updates to it (well, I assume so since no one plays it). Therefore, I'm trying to recreate the map. My problem is how in the heck do I do what he did? I've already tried making the ball a unit and changing flying height and whatnot to simulate arcs, but I obviously can't make it move faster than the speed cap of 522 and I can't get it to continue moving in a direction continuously without having to make way too many points for orders. Anyone have any insight in this? Thanks in advance. ^_^ EDIT: Will the moderator who moved this please PM me the reasons for the move? This problem deals with a much more general aspect of development and is definitely not specific to triggers.... |
| 07-06-2004, 07:25 AM | #2 |
Custom editors out there such as WEU and UMSWE (google for them) can remove editor limits such as doodad size and - in your case - max unit movement speed. Alternately, try holding Shift when you doubleclick on the field you're trying to edit, as sometimes that allows you to put in whatever value you want (including negatives, etc). And I don't see why - unless you plan on putting spin on the ball - you'd need more than one point that determines where the ball will travel to. The point it is ordered to move to would remain constant while the height (and speed if you include wind resistance) varies, surely? |
| 07-06-2004, 07:55 AM | #3 |
I can see where you're coming from, but it's not as simple as that. When the ball's moving, it will move at a constant speed (being used as a unit) and instantly stop when it reaches its destination. Then it would have to be ordered to another one to "keep rolling" with the "momentum" that it would have. Not only that, but it has to be able to determine which direction to go after "bouncing" off the wall (which is composed of simple Scout Towers). For speed, I could just keep changing the speed during the ball's travel, but that would require extensive testing to see how long something would take so I could set up the Wait's properly. EDIT: By the way, I am using WEU, and even though you can change maximum unit speed there (as you can in the normal WE), Warcraft itself caps unit speeds to 400. WEU helps to bypass that to 522, but that's still way too slow for what I need. An interesting thing in WEU's advanced triggers I've found is the Unit - Make Unit Slide action. It has a starting velocity and slows itself down as the unit "slides." The problem is, if the velocity is too high, it will be too hard to track since it's going so fast at first, and if the velocity is too low, it won't go far enough. Not only that, the "slide" movement isn't smooth. It's kind of jerky. |
| 07-06-2004, 08:44 AM | #4 |
Is movement capped even if you set the Unit-Maximum movement speed in gameplay constants to 99999? And the physical movement... is that even possible!? One thing you could try is having the ball as a projectile instead (somebody shoots it away) which will create a nice arc on it. When it hits ground, order a hidden caster to shoot again but with less arc so it looks like it bounces... Bouncin on walls wud be a prob this way though |
| 07-06-2004, 09:48 AM | #5 |
Well, I found the map that I'm referencing. Unfortunately, this newer version is protected. I've attached it for anyone else to look at as reference. If anyone else has one of the older versions of this map that isn't protected, could they please post it here so I (and anyone else interested) could look at it for reference? EDIT: And yes, from what I've read all over here, the movement speed is hardcoded into the engine. :< |
| 07-07-2004, 12:21 AM | #6 |
Well here's one that's not protected. Not sure if it's what your looking for though. :\ |
| 07-07-2004, 05:37 AM | #7 |
That's just what I needed. Thanks a lot. Positive reputation for j00! |
