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Movement Speed Function Figures In Slow/Cripple Deduction or Overrides?

07-03-2007, 05:09 AM#1
Brash
i was just curious if someone knew if the function in the triggers that modifies Movement speed is the same as say.. using a hardcoded/Regular Spell with interacting with other spells such as slow/cripple that modify movement speed or does this trigger function act on it's own level overriding everything no matter the current buffs? And if a new buff is cast after that movement speed function is ran what would the new speed be?

i'm debating on which to use for a spell of mine and i've always wanted to use that movespeed function for once
07-03-2007, 05:33 AM#2
Pyrogasm
It overrides everything.
07-03-2007, 06:01 AM#3
grim001
I don't like wc3's movement system...

it would be relatively easy to create a system which completely replaces it and is more versatile than standard movement, allowing acceleration/decelleration and full control over walking speed simply by setting it.

in fact my physics engine does have this, but it could be created as an independent system, minus physics, as well.

question is, would anyone use it?
07-03-2007, 06:07 AM#4
Brash
Quote:
Originally Posted by Pyrogasm
It overrides everything.
thanks.

Quote:
Originally Posted by grim001
I don't like wc3's movement system...

it would be relatively easy to create a system which completely replaces it and is more versatile than standard movement, allowing acceleration/decelleration and full control over walking speed simply by setting it.

in fact my physics engine does have this, but it could be created as an independent system, minus physics, as well.

question is, would anyone use it?

sounds interesting.
do you have a map loaded anywhere with it to see it in action?
07-03-2007, 06:13 AM#5
grim001
Quote:
Originally Posted by Brash
do you have a map loaded anywhere with it to see it in action?

The system doesn't exist, I'm asking if anyone would actually use it... as for my physics engine, wait a couple weeks.
07-03-2007, 06:22 AM#6
Tide-Arc Ephemera
Slightly off topic... a physics engine simulates the laws of physics (duh), but what do particle systems do?
07-03-2007, 06:33 AM#7
grim001
Quote:
Originally Posted by Tide-Arc Ephemera
Slightly off topic... a physics engine simulates the laws of physics (duh), but what do particle systems do?

infrane's particle system animates non-collidable objects and allows applying forces and events to them.

http://www.wc3campaigns.net/showthread.php?t=87031
07-03-2007, 06:46 AM#8
Toadcop
Quote:
It overrides everything.
false. simple fact example call SetUnitMoveSpeed(200) + add Endurance Aura or something like that (or a buff !) the speed will be increased ! SetUnitMoveSpeed() set base unit move speed. whats all.

Quote:
question is, would anyone use it?
- ofc no =) + it's to laggy. (to move unit's smoot for the eyes it must be moved at least 50 times per second.) (the idea is not new the problem is the performance)
07-03-2007, 06:51 AM#9
grim001
Quote:
Originally Posted by Toadcop
- ofc no =) + it's to laggy. (to move unit's smoot for the eyes it must be moved at least 50 times per second.) (the idea is not new the problem is the performance)

Wrong...
1.) 40 FPS is fast enough that you cannot see any difference
2.) Performance is NOT a problem, I can make an entire physics engine run with walking on top of it, what makes you think the walking alone would be an issue?
07-03-2007, 07:09 AM#10
Toadcop
Quote:
40 FPS is fast enough that you cannot see any difference
i can see difference by 100-200 FPS ;)

Quote:
2.) Performance is NOT a problem
ok make it =) and we will test it ;) maybe some one would need it.

PS + you would need a pathing algorithm... and the else crap =)
07-03-2007, 08:21 AM#11
grim001
Quote:
Originally Posted by Toadcop
i can see difference by 100-200 FPS ;)
yeah, because wc3 runs at 200 FPS...


Quote:
Originally Posted by Toadcop
you would need a pathing algorithm
nope, this method allows it to act the same as normal movement without any exceptions
07-03-2007, 08:56 AM#12
xombie
I should endever on a pathing algorithm, it would be pretty awesome to be able to set units' movespeeds to over 522, because that is kind of a lame number and everybody wants to be able to charge extremely fast while still following certain rules.
07-03-2007, 09:18 AM#13
Tide-Arc Ephemera
My editor's movement speed maximum is 65535... so clinging back on topic with an obscure question...

Say Cripple reduces a units' movement speed to 150, then I set it to 250, then it obtains Endurance aura, it would ignore EVERYTHING and just have 250?
07-03-2007, 09:41 AM#14
grim001
Quote:
Originally Posted by xombie
I should endever on a pathing algorithm
Once again, there is no need for a pathing algorithm if you do it the right way. It will behave identically to normal walking except without restrictions.

Quote:
Originally Posted by Tide-Arc Ephemera
My editor's movement speed maximum is 65535...
Seems you haven't actually tried setting it higher than 522
07-03-2007, 09:42 AM#15
Tide-Arc Ephemera
UMSWE. A very useful tool for me.