| 08-17-2006, 01:19 AM | #1 |
For some reason, even when 1 unit has 20-40 more movement speed then another unit, if the owner of the faster unit right clicks on the slower unit, they will go the same speed. How can i have the faster unit actually catch up? replies are greatly appreciated |
| 08-17-2006, 02:06 AM | #2 |
If they are allies they will always follow at a certain distance. If they are enemies, they should get within range to attack, attack and then continue following. |
| 08-17-2006, 02:21 AM | #3 |
You can try editing the follow range in gameplay constants, try setting it to 0 and see if that works. |
| 08-17-2006, 04:01 AM | #4 |
If they are enemies, the faster unit should catch up theoretically. More info pls |
| 08-20-2006, 07:53 AM | #5 |
its really as simple as i explained it. theyre enemies, 1 is classified as worker and has 380 speed. the opponent is a hero and has 400 or 420 speed. i cant remember which one, but its defiantely not lower than 400. no matter what, u have to run at an angle to hit them. in fact, you have to click PAST them in order to run faster than them. let me explain that more detailed. I make maps called sheep tag, in sheep tag the wolf tries to get the sheep the sheep with speed 380 will be running from a wolf. if the wolf with 400 (or 420) speed right clicks PAST the sheep, itll go faster, but if its like RIGHT on his ass, and u right click on it, itll hesitate and fall behind again. so u HAVE to go at an angle and basically get side by side with the sheep in order to catch it. If you actually right click ON the sheep instead of right clicking past it, the distance between sheep and wolf will never decrease. i really dont know why. |
| 08-20-2006, 09:13 AM | #6 |
i think its trying to attack. then it realises it wouldnt hit anyway so it stops the attacking and follows again... to solve this you could 1. increase the attackspeed of the hunter 2. increase the difference in movespeed 3. totally replace attacking with immolation (np since its a tag) |
| 08-20-2006, 09:18 AM | #7 |
There is some range buffer for attacks, such that if the attacked unit moves too far before the attack finishes, no damage will be done. Knights used to (maybe still do? don't play melee) have an issue with that. |
| 08-20-2006, 03:17 PM | #8 | |
Quote:
-_-;, have you ever played Warcraft III? Why would units run past another Right-Click targeted unit? If you Right-Click a unit with units of yours, all it does is either "Attack" (Enemies) or "Patrol"/"Move"(Allies). As Laosh'Ra said, the wolf is trying to "Attack". It depends on the "Animation Damage Point" of a unit how long it would take to "Hit", meaning if you have it 0.00, it deals damage instantly without any delay. Note that if you have a low attack speed, the attacking unit would "Stop where he was" after the attack. All you do is to have to move on your own after having attacked. So with that you could do your "Hit and Chase" on your own. With triggers however you can even enable the "running past" thing. |
| 08-20-2006, 05:58 PM | #9 |
I fail to see this issue as a problem in sheep-tag games. It makes the game require a little skill to actually play it. Right-clicking a sheep and waiting for it to be hit is less fun then actually having to click passed it in order to catch up. This way the sheep have more chance of actually getting away from the faster wolf becouse they can outwit them. This strategic advantage dissapears with the move-attack order. |
| 08-20-2006, 06:17 PM | #10 |
blah. i play world wide on the different servers. outwitting the wolf is never a problem. we say its unbalanced that the wolf CANNOT catch the sheep. the wolves attack range is 32. the motion buffer is 250 or something. i am not willing to change the range because of the problem of what we call "extendo" which is a reach that the wolf could use to hit sheep when usually they couldnt. i just asked for ways to get the wolf to catch the sheep when just right clicking on it with higher movement speed. to be honest, i dont appreciate the other comments. |
