| 01-10-2005, 02:56 PM | #1 |
I have made a triggered movement system using keyboard events, Im using a trigger that orders the unit to move a certain distance every 0.5 sec, looks like this. ( l2 is the position of the hero ) set l = PolarProjectionBJ(l2, 400, GetUnitFacing(udg_Hero[i])) call IssuePointOrderLocBJ( udg_Hero[i], "move", l ) the problem is that the hero will turn around when the point of the order is nonpathable. Like the hero is 300 distance from a unit, he is given the order to move 400 from his position, the location he is ordered to contains a unit, and he will automaticly change direction. I would like him to just run into the unit, the wood, the cliff or whatever is in the way. also, having the trigger run like every 0.01 sec and the unit to move a very short distance will make the unit stagger. |
| 01-11-2005, 11:56 AM | #2 | |
Quote:
is I a local variable? else it should be udg_I and if it is local, did you declare it (I guess you did). And about making him "just run in". I'm not sure but I think turn collusion off wouldn't work with the AI for cliffs, the unit would avoid the cliffs. Othervise you could replace it with a flying unit :/ with same stats and model but I don't think that would look very good. And I also think every 0.05 or least 0.03 sec would be enough, 0.01 lags up the game as hell and you can't really see any difference. About delay to movement: MAYBE setting casting time to 0 would work even on the move ability.... |
