| 06-04-2005, 06:23 PM | #1 |
Hey, I have a problem with trying to make a unit move faster then 522. If any of you no how to make it in jass or regular triggers. Please let me know :) |
| 06-04-2005, 06:33 PM | #2 |
I too would like to know of a way to increase movement speed above 522; however I have been under the impression you simply cant without modding the game itself, not the map. |
| 06-04-2005, 07:19 PM | #3 |
Lord Vexorian did it, ask him or look for the spell he did it in, I dont remember which, but it's in his DL section |
| 06-04-2005, 10:55 PM | #4 |
Ahem, didn't Vex remove all his spells? |
| 06-05-2005, 12:06 AM | #5 |
THERE is no way to make an unit move faster than 522. But you can simulate the movement using position and animation natives. Like what I did at; http://www.wc3campaigns.com/showthread.php?t=74516 |
| 06-05-2005, 12:08 AM | #6 |
there isnt? hmm thats wierd thought there was |
| 06-05-2005, 07:54 AM | #7 |
=) It would be useful, good luck! I hope you find some way to make it work. |
| 06-05-2005, 10:58 AM | #8 |
Hmmm, alright. Ill have to come up with a better way to do this. Thanks Vex. EDIT: Maybe you have a better idea, Vex. Im attempting to make a bullet spawn, and then move in the direction chosen. Normally I would just use a long distance shokwave ability as a base, but in this case I want the bullet to STOP when it hits an obsticle (Definded by a region). The way I have it now, a unit spawns, moves in the direction chosen for X seconds, then is removed. If durring those X seconds a unit type = Bullet enters a region Obstacle01 then the unit is removed. This is the only way I can think of doing it without JASS, but perhaps theres a way to cancel a spell after its been cast through JASS. If you could give me any ideas or input I would greatly apreciate it. |
| 06-05-2005, 11:52 AM | #9 |
Moving faster than 522 with triggers would be alright for say 1 or 2 units, but if it were an army that would create alot of lag. (you would need many timers) |
| 06-05-2005, 05:47 PM | #10 |
The projectile would have no model, can you see a single flying bullet? Not easily. Only the functions might cause lag. EDIT: I tried having a unit be created at the position of the gun, and then that spawn uses a shockwave clone with a 100 range, once the abilty is cast the unit is moved 100 away and casts the ability again. This loops 10 times to make a total of 1000 range. It seems possible, however it still requires too much time to appear a bullet speeds. What if I created all 10 units at the same time and had them all use shockwave instantaneously? If that works the only issue would be Identifying where barriers are and when to stop the spawn creation. Got any better ideas, or a better way to make this idea work? |
| 06-05-2005, 09:09 PM | #11 |
wat he said lol... |
| 06-05-2005, 09:13 PM | #12 |
trying to test something |
| 06-05-2005, 10:25 PM | #13 |
W/e that means lol. |
