| 06-15-2005, 02:57 PM | #1 |
I have a system I am currently using to control the movement of the players character. IT works flawlessly. Now I have to make a second unit move 1 space behind first unit. I atempted using similar triggers, however, as I asumed would happen, the second unit makes the wrong turns etc. Is there a way to make the second unit follow behind the first unit at all times without complex math equations to solve for the exact location the second unit must move? JASS is acceptable. |
| 06-15-2005, 06:41 PM | #2 |
Guest | Know i know this is probably not at all what ur looking for, but why not just use trigger, Unit- Issue Order Targeting a Unit Order (Unit) to (Follow) (Unit) This will probably make the unit follow to far behind though. |
| 06-15-2005, 06:58 PM | #3 |
No. That will only allow the Seoncd unit to move in the same direction of the first. I need it so that if the First Unit turns left, without moving in any direction, the Second unit will still be located behind the first unit, facing the first unit. |
| 06-15-2005, 07:24 PM | #4 |
You can use a periodic trigger that insta-moves the following unit every 0.04 seconds or something like that to the position behind your unit. |
| 06-16-2005, 05:52 AM | #5 |
Well, here it is in short, to get a further understanding of what we're attempting to do. We are using Models for hands, that hold guns, and other accessories in Halo. Tim has it rigged up to a First Person camera, to which we only see the Hands (Depicted units) To others however, they see us (as we see them) as a model, the model needs to be in corrospondant to the Hands. So, in short, we need the Hero Model to be far enough from the Hands (the unit which is being followed) so that it wont mesh into our view. Which will in theory create the illusion of an FPS scenario. Tim may or may not support screenshots for you guys, but this is the gist of what needs to be manipulated. This is kind of a spoiler, but, keep it between me and you eh? =) |
| 06-16-2005, 06:33 AM | #6 |
Well couldnt you make this second unit move from the same keyboard trigger, but give it a small gap. |
| 06-16-2005, 01:56 PM | #7 |
| 06-16-2005, 02:39 PM | #8 |
What I would do is use the controls to move the first unit that everone is seeing, and base the camera on the position of the first unit. THEN modify the position of the hands. |
| 06-16-2005, 03:02 PM | #9 |
Hmm, that could possibly work, however is it possible to make the hands move fluently that way? As in, will the hands animation be rather screwey and choppy with mass instant movements? I will look into this however, thank you. |
| 06-16-2005, 03:14 PM | #10 |
The way I see it, if the unit that everyone sees is moved based on the movement of the hands, it'll be seen as pivoting around a point rather than turning, and if not then it'll be facing the wrong direction or other stuff that isn't very good for the people looking at it. And I don't believe instant movement via triggers interrupts animation. FPS Mod units play animations fluently while doing triggered movement. Heck, you've probably seen lots of maps where they custom move a blademaster while playing it's critical strike animation for a "jump" ability or something of the like. |
| 06-16-2005, 03:29 PM | #11 |
If we could find out how to remove transparency, could we not make our hero Invisible to ourself, that way the hero wont mesh into our view, and can be in the exact same spot as the hands, using the exact same movemeny keys, and no one will be the wiser? |
| 06-16-2005, 03:34 PM | #12 |
Quite true on both accounts. I just checked, and yes, the animation of the hands is not interupted, however a little difficult to control. On the other hand, if we were to follow Joe's suggestion, there would be small misshaps where the hand and Unit collide (Even if collision size is 0). This would of course be very anoying. How would you suggest, Ant, controlling the hands? As in, if they move instantly infront of the Unit, what happens if the unit is directly against a wall? |
| 06-16-2005, 03:58 PM | #13 |
Perfect. Thanks for your help Ant. I got the system to work with the unit being moved instantly. Great job, you've been a big help. Rep Given. |
| 06-16-2005, 05:25 PM | #14 |
BTW, not that it matters now that you got it working, but I believe you could make the unit model invisible to the player using vertex coloring in a GetLocalPlayer() if statement. |
| 06-16-2005, 06:34 PM | #15 |
Im afraid that does not work either. However the solution to making the unit invisble with 100 visiblity, is simply using the Burrow ability. Thanks though. |
