| 06-11-2006, 01:39 AM | #1 |
I know there can be integers like 9999 if the limits are gone, but apparently there is an actual missle speed limit in the game, which is not to be surpassed. Like, a missle can't be any faster than xxx even if I put 99999 into the editor... Does anyone know it? And how is missle speed calculated? Like, would a missle speed of 500 mean 500 offset each second? |
| 06-11-2006, 02:51 AM | #2 |
you can edit the limit in gameplay constants. It is 400 by default. But even if you increase this limit no unit can move faster than 522 |
| 06-11-2006, 03:31 AM | #3 |
He means missiles, not units. Missile speed tells you how many 'units' a missile moves per second. Warcraft measures everything in units, a range of 800 means 800 units, collision of 50 means a collision circle with a radius of 50 units, so on and so forth. Missile speed is the same. 0 Missile speed is instant, the missile does not pass through the surrounding terrain. The upper limit for missile speed that is measurable is just under 18000 units per second, because at that speed the missile reaches the range limit long before it covers enough distance to actually be measurable by the naked eye. If you do mean units, please say units, not missiles, and yes, the upper limit is 522. HOWEVER, the game defaults to having the upper unit speed limit as 500, Windwalk is the exception to that rule, and allows a speed of 522 to be reached. You can also make the limit of 522 reachable by setting the unit speed maximum to 522. |
| 06-11-2006, 03:35 AM | #4 |
um.. vex he is asking movement speed for missle(aka projectile), not movement speed for a unit... anyway... if you really want a damn fast missle... use instant projectile ._. but it have some side effect, since instant projectile ignore evasion, it might cause some problem in map balance =\ |
| 06-11-2006, 03:56 AM | #5 |
Instant projectiles don't ignore evasion. The only side-effect is that the projectile doesn't move through the intervening space, so it doesn't play its 'birth' and 'stand' animations during that space. This means that if the projectile has those animations, it appears on the target with the birth anim, plays the stand anim and THEN plays the death anim. Thats why its better to just use a projectile speed of 0 on a missile, you don't get that side effect. |
| 06-11-2006, 10:36 AM | #6 |
If you wanted to serpass the speed limit, you could create a custom projectile function, where you can set the speed to anything. The only problem is, if you set it too high, it will look unnatural, and jump alot |
| 06-11-2006, 11:04 AM | #7 | |
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Are you damn sure about 18000? That number appears far too high for me, since the missle is not showing up anymore already after 9999. Or it's just our "slow" eyes that can't differenciate between 9999 and 18000? BTW: What does Projectile ARC/Homing mean? |
| 06-11-2006, 11:28 AM | #8 |
Arc is the the missile's curve, how much it goes up/down instead of just a straight line. Homing means that it will "follow" the target, but there is of course limits for this. |
| 06-11-2006, 12:08 PM | #9 |
Also, if a projectile starts homing, the arc instantly resets. apparantly WCIII can't calculate homing arcs, so the projectile takes a flat trajectory if it needs to home. As for the max speed, yes i am sure, it requires a 256 x 256 map and the longest possible ranged unit coupled with some really careful camera locations, but you can get a general measurement out of this sort of thing. However, in any realistic range, anything over 3000 is effectively instant and unmeasurable. |
| 06-11-2006, 12:47 PM | #10 |
Its impossible for anything to calculate a homing arc, the unit could move a tiny bit and mess the current arc up, if the unit never moved then it wouldent be too bad, but then whats the point of homing lol |
| 06-11-2006, 03:58 PM | #11 | |
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It is possible, just not in Warcraft 3.. |
| 06-11-2006, 04:59 PM | #12 |
A projectile following the unit... Does this mean the ARC value affects the miss rate? |
| 06-11-2006, 05:50 PM | #13 | |
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Its impossible. A homing arc missile would change its arc factor if the target moved whatsoever. So to get a correct arc, without changing while its moving, is impossible, this is why Blizz dident implement it. And as far i know, i have never seen any other homing arc missiles |
| 06-12-2006, 03:53 AM | #14 |
Actually it is possible to create a homing arc, i saw a jump ability that did it awhile back, it worked too, all that happened was it changed the jumping units speed so that it would reach the target. It IS possible to create a homing arc, it just means that the arc or speed of the projectile needs to alter in-flight, which is ovbiously something the WCIII engine isn't capable of without triggers. |
| 06-12-2006, 09:49 AM | #15 |
I think an adjusting, homing arc would be possible. It wouldn't look 'realistic', as it would mean the normal rules of gravity wouldn't come into play, but yeah. You basically have 3 points, the launch position of the projectile, the current position of the projectile and the current position of the target. Given that for any 3 points, there is a parabola (assuming parabolic arc for the missile) which would intersect all 3 points (I don't know this, but logically it seems correct), it would be possible to abjust the arc to the new parabola, meaning a smooth transition and a new arc homing to the target. |
