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Collision Missiles

01-04-2006, 11:54 AM#1
Sagan
What do you use to make them move? Because you have got movement speed over 522 and changeable flying height. Also you can remove them anytime you want... And I can't find a way to have all of this.
01-04-2006, 12:18 PM#2
Vexorian
I use gamecache, timers, SetUnitX , SetUnitY and SetUnitFlyHeight
01-04-2006, 02:08 PM#3
Sagan
So you use "Move unit instantly" every 0.x seconds?

Well I never knew what the return bug with the gamecache is, but "timers, SetUnitX , SetUnitY and SetUnitFlyHeight" sounds like you use "move unit instantly".

Thx for the quick answer. I hoped that you used something like stampede or shockwave, but now it's going to be hard for me. I Don't know whether I will be able to include your spells in my map or if I have to write it all in GUI.

One more question now that you mention them: Are timers more precise than waits?
01-04-2006, 02:43 PM#4
Vexorian
Nope I don't use Move Unit instantly that's SetUnitPositionLoc , SetUnitX and SetUnitY are much faster (although you have to handle some problems they have)
01-04-2006, 05:03 PM#5
Sagan
Ok since I don't know how to do this in GUI I guess I'll try to include your functions in my map... Expect some questions since this looks very complex...

edit: Wow - Your system is great! I managed to include it the way I wanted almost without problems.
02-07-2006, 08:26 PM#6
Themerion
Quote:
Originally Posted by Sagan
One more question now that you mention them: Are timers more precise than waits?

I would too like to know that.
02-08-2006, 01:46 AM#7
Vexorian
They are like 10000 times more precise than waits specially when you use short intervals