I have tried adding a buff that sets a minimum movement speed but no luck. I just want aircraft to have to move at all times they are in the air (ie. cannot just sit there and hover). Anyone been able to do this?
regarding this, just use wander leash. It restricts it to a circle around the last ordered location. There might be a way to tell it to just go around the outside edge of the leash but idk.
Strangely for me the leash tied it to it's spawn point. Could order it to go places, but it would automatically return to where it spawned. Could've been updated and fixed though, haven't tested recently.
First you have to define what the "idle" trajectory should look like. In principle you can set any reasonable shape by periodically aiming an Issue Order - Move effect at an offset generated by a Persistent effect. Due to constantly giving orders this makes it somewhat difficult to define the "idle" state though, in terms of coding this "idle" movement looks just the same as if the player had given an order themselves.
The player would also be able to prevent the movement by mashing the "Stop" command faster than the update pulse rate. This is a more general problem though, as technically receiving constant "Stop" orders isn't an "idle" state.
btw if i attach this behavior that pereodicly orders unit to move to position that offset to front of unit, isn't that ruin targetable abilities on unit? i'm just thinking if it always order to move somewhere, my unit control orders won't go thru it?
That's the tricky part, you somehow have to define when a unit is "idle" and allow the player to interrupt the passive movement orders with their own commands. For a start you can make Unit Order Queue validators to check for the Stop and Move orders, and only run your passive if one of those is being executed. This would allow the player to interrupt it through all means except Stop and Move, notably "a-move" would still work. Oh, and you'll have to do something about Patrol and Hold Position too.
It's better done with triggers, becuz even if he keeps moving forward with behavior, u still need to control his turning and issue order from behavior ruins that, u need to remove behavior with triggers to make new order, and when it's done add it again, iv done arrow control with force moving aircraft btw, can post code and screenshots if someone interested
Could always have a force being applied form the rear. Still you are rather vague as to how you want them to move when idle and not go straight off to enemy territory single handed.
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I have tried adding a buff that sets a minimum movement speed but no luck. I just want aircraft to have to move at all times they are in the air (ie. cannot just sit there and hover). Anyone been able to do this?
Wrong forum, moved to Data.
Could always add a wander behaviour. It forces them to constantly move, though they may well move places you don't want them to.
@Wolf1322: Go
regarding this, just use wander leash. It restricts it to a circle around the last ordered location. There might be a way to tell it to just go around the outside edge of the leash but idk.
Strangely for me the leash tied it to it's spawn point. Could order it to go places, but it would automatically return to where it spawned. Could've been updated and fixed though, haven't tested recently.
Is there a data editor solution?
First you have to define what the "idle" trajectory should look like. In principle you can set any reasonable shape by periodically aiming an Issue Order - Move effect at an offset generated by a Persistent effect. Due to constantly giving orders this makes it somewhat difficult to define the "idle" state though, in terms of coding this "idle" movement looks just the same as if the player had given an order themselves.
The player would also be able to prevent the movement by mashing the "Stop" command faster than the update pulse rate. This is a more general problem though, as technically receiving constant "Stop" orders isn't an "idle" state.
Deceleration to 0 ?
look at interceptor I think. ive seen it done before but unsure how myself
I think a Deceleration to 0 with something to periodically re-order the move effect to the point.
Can u post a sample please?
Just thinked, not deceleration 0 but 1000 i'm working on an example.
Edit: Oh wait, not that T.T, sorry
btw if i attach this behavior that pereodicly orders unit to move to position that offset to front of unit, isn't that ruin targetable abilities on unit? i'm just thinking if it always order to move somewhere, my unit control orders won't go thru it?
That's the tricky part, you somehow have to define when a unit is "idle" and allow the player to interrupt the passive movement orders with their own commands. For a start you can make Unit Order Queue validators to check for the Stop and Move orders, and only run your passive if one of those is being executed. This would allow the player to interrupt it through all means except Stop and Move, notably "a-move" would still work. Oh, and you'll have to do something about Patrol and Hold Position too.
Just found an interceptor weapon mover. Maybe can help.
It's better done with triggers, becuz even if he keeps moving forward with behavior, u still need to control his turning and issue order from behavior ruins that, u need to remove behavior with triggers to make new order, and when it's done add it again, iv done arrow control with force moving aircraft btw, can post code and screenshots if someone interested
Could always have a force being applied form the rear. Still you are rather vague as to how you want them to move when idle and not go straight off to enemy territory single handed.
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
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