| 08-03-2007, 09:24 PM | #1 |
After changing the movement speed in Gameplay Constraints to 65536, I tried changing a unit's movement speed to 1000, 2000, 5000, and 10000. All 4 movement speeds make no difference. Is there a cap on movement speed or am I missing something? |
| 08-03-2007, 09:31 PM | #2 |
It's possible that you have to restart WE. And maybe it's not that easy, could be multiple things you have to change. |
| 08-03-2007, 09:33 PM | #3 |
522 is unit movement speed maximum. No value higher will have any effect. |
| 08-03-2007, 09:40 PM | #4 | |
Quote:
x.x Anyway around that or no? |
| 08-03-2007, 09:42 PM | #5 |
In normal movement? No. You can trigger movement to be faster than that by moving units in short intervals on short periodic timers. But otherwise, nope. |
| 08-04-2007, 09:29 PM | #6 |
Ive been thinking for awhile to make a triggered bonus movement system where you add a unit and a value, it has that bonus speed when running until removed from that unit group. |
| 08-04-2007, 10:58 PM | #7 |
is there a way to (with perfect accuracy) tell if a unit is walking? if so, just setunitx and setunity, and you're set. The walking detection would have to be perfect, otherwise the unit pathing will not work at all. |
| 08-04-2007, 11:34 PM | #8 |
Ive been thinking, to detect when a unit is running, just detect whenever it is playing its run animation and move it in the direction it is facing. The problem with this is if a unit has a slow turn rate it would get messed up. To fix this, i would have to constantly have 2 points, and then get the angle between them and move it in that direction (so it will go the way it is ordered, not facing). |
