I've tried loads of different ways to make a flyer work like a real life aircraft (not stopping in the air and not turning on the spot) but it seems like minimum movement speed didn't quite cut it (rather didn't work at all for some reason). I also tried messing around with the interceptor mover, but it didn't quite turn out the way I wanted to.
I've seen a few maps that has good "realistic" movement on flyers, so I guess there is a way for it to work? Does anyone know?
I want it to "circle around" when standing still also.
I'm terrible with custom scripting, so I hope I won't need to do much of that.
The Interceptor uses a Strafe type weapon, which is specifically coded to do "attack runs". This obviously only works if the Interceptor is attacking something (if you've played Star Battle, that's what they use for the fighters)
Turning on the spot can't be completely disabled afaik (the opposite is possible though), you can try setting the turning rate to a much lower value than the default, to the point where the unit accelerates to full speed in the time it takes to turn 10° or so. You can't prevent the insta-turn on stationary units, and when ordered to do a full 180° turn units tend to "glide" (again, play Star Battle and choose one of the "siege" ships, buy many speed upgrades, then do the 180)
As for circling while idle, there are 2 main options: An Effect-based setup which will affect gameplay (thus play more "realistically", but might interfere with standard unit AI) or a purely visual Actor-based setup which has no gameplay effect whatsoever (aside from invalid missile impact locations if you get something wrong)
The most simple effect system would be a Persistent effect with a sideways local offset (Y=-1, X=0.2 or so) with an Issue Order->Move as the periodic effect. This would disable standard target acquisition, so you'll have to use a periodic search to simulate that.
For actors just use a SiteOp Rotator with a SiteOp Local Offset to create a circular orbiting motion.
Well, the map I'm making is a WWII map which has lots of ground units as well, so changing gameplay is not possible.
Going for purely visual is my last resort, but I might end up doing that (as long as gameplay on the map is OK).
I remember playing a map where you took over "cities" and could build a bunch of new units (and you got to run around and choose a starting location). I remember that the aircraft from there worked as I wanted (IIRC, I might be wrong).
I might have to go and find the map again.
But there is no way to make the units constantly move around? Like having a minimum movement speed (because I'm not getting it to work).
And yes, the gliding thing looks ridiculous when turning on the spot (just removed it from my aircraft) :).
I meant the gameplay would be altered relative to standard melee mechanics, specifically automatic targeting of enemies within attack range and/or following enemies after the auto-target.
If you read my post again I said it is possible to make units move constantly, but only in a fixed pattern or quasi-"random walk". Making them fly straight or in a circle is easy, and I think if you use the A-Move command ("scan movement" I think) that should fix the auto-targeting, at the cost of needing a second copy using the Move order if there's a "hold fire" command.
Like I said the main component is a Persistent effect with periodic offset(s) that periodically creates an Issue Order effect for (A-)Move. I once posted a demo map here for making a Marine run in a wide circle, but I don't know if it's still there.
Well there is always the turn sensor from my walker you could use to tell if it is turning left or right. Also giving it a reduced turn rate might help.
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hey im having the same problem except the opposite, i need my air units to stop moving in curves, i want all linear movements. some air units are circling around a clicked target point, and i dont know how to remove this. The mothership is the worst of them being so big, it circles a MASSIVE radius around my clicked spot. I started a thread about this last night but perhaps i worded it wrong, id assume its an easy fix but ive yet to get a response
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I've tried loads of different ways to make a flyer work like a real life aircraft (not stopping in the air and not turning on the spot) but it seems like minimum movement speed didn't quite cut it (rather didn't work at all for some reason). I also tried messing around with the interceptor mover, but it didn't quite turn out the way I wanted to.
I've seen a few maps that has good "realistic" movement on flyers, so I guess there is a way for it to work? Does anyone know?
I want it to "circle around" when standing still also. I'm terrible with custom scripting, so I hope I won't need to do much of that.
Thanks in advance.
/Talione
The Interceptor uses a Strafe type weapon, which is specifically coded to do "attack runs". This obviously only works if the Interceptor is attacking something (if you've played Star Battle, that's what they use for the fighters)
Turning on the spot can't be completely disabled afaik (the opposite is possible though), you can try setting the turning rate to a much lower value than the default, to the point where the unit accelerates to full speed in the time it takes to turn 10° or so. You can't prevent the insta-turn on stationary units, and when ordered to do a full 180° turn units tend to "glide" (again, play Star Battle and choose one of the "siege" ships, buy many speed upgrades, then do the 180)
As for circling while idle, there are 2 main options: An Effect-based setup which will affect gameplay (thus play more "realistically", but might interfere with standard unit AI) or a purely visual Actor-based setup which has no gameplay effect whatsoever (aside from invalid missile impact locations if you get something wrong)
The most simple effect system would be a Persistent effect with a sideways local offset (Y=-1, X=0.2 or so) with an Issue Order->Move as the periodic effect. This would disable standard target acquisition, so you'll have to use a periodic search to simulate that.
For actors just use a SiteOp Rotator with a SiteOp Local Offset to create a circular orbiting motion.
@Photoloss: Go
Well, the map I'm making is a WWII map which has lots of ground units as well, so changing gameplay is not possible. Going for purely visual is my last resort, but I might end up doing that (as long as gameplay on the map is OK).
I remember playing a map where you took over "cities" and could build a bunch of new units (and you got to run around and choose a starting location). I remember that the aircraft from there worked as I wanted (IIRC, I might be wrong).
I might have to go and find the map again.
But there is no way to make the units constantly move around? Like having a minimum movement speed (because I'm not getting it to work).
And yes, the gliding thing looks ridiculous when turning on the spot (just removed it from my aircraft) :).
Thanks in advance. /Talione
I meant the gameplay would be altered relative to standard melee mechanics, specifically automatic targeting of enemies within attack range and/or following enemies after the auto-target.
If you read my post again I said it is possible to make units move constantly, but only in a fixed pattern or quasi-"random walk". Making them fly straight or in a circle is easy, and I think if you use the A-Move command ("scan movement" I think) that should fix the auto-targeting, at the cost of needing a second copy using the Move order if there's a "hold fire" command.
Like I said the main component is a Persistent effect with periodic offset(s) that periodically creates an Issue Order effect for (A-)Move. I once posted a demo map here for making a Marine run in a wide circle, but I don't know if it's still there.
Well there is always the turn sensor from my walker you could use to tell if it is turning left or right. Also giving it a reduced turn rate might help.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
hey im having the same problem except the opposite, i need my air units to stop moving in curves, i want all linear movements. some air units are circling around a clicked target point, and i dont know how to remove this. The mothership is the worst of them being so big, it circles a MASSIVE radius around my clicked spot. I started a thread about this last night but perhaps i worded it wrong, id assume its an easy fix but ive yet to get a response