How can i have a unit that never stops moving? Like for an aircraft?
I tried taking the obvious route and deleted the stop ability, but it still stops anyway
Deleting the Stop ability only always the unit to not Stop on demand, it'll still stop when it does.
As for moving constantly, you'll probably have to trigger this. However, in Warcraft 3 there was a behavior that caused a unit to continuously move, not sure if such a thing exists in Starcraft 2 though.
ummm you could make a behavior that orders it to constantly move say 2 units in front of it, where the behavior periodic duration is like .5 seconds or something. this would be weird for walls and stuff, (though you could make it 'crash' or stop due to a a validator of cliff type/ pathable) but for air it seemingly would work for what you want.
You would do what ezbeats is saying to do. Create a behavior that constantly orders it to move 2 units in front of it. If you are creating an aircraft, collision should not be a problem. Turning would be okay if you use "Make unit face instantly" triggers :P Otherwise, turning might be a bit affected..
you give orders by the 'effect' 'issue order' just like 'create persistent' 'create damage' 'search area' there is one for 'issue order' youre going to want to apir it up with a 'create persistent' that makes a target point 2 units in front of the unit youre trying to do this to. then the issue order effect is of the 'move' type and it should target the point from the persistent if youve set it up.
i would go;
behavior periodic effect (duration to .2 - .5 seconds, period count -1) the effect calls the persistent
create persistent (you can use initial effect paired with initial offset but sometimes for me its a bit buggy so you may want to just stick it to a periodic to keep it simpler for you since youre new to this idea) with period count (1) durations (0.0 or 0.001 w/e works) periodic offset (0,2 or 0,-1 cant remember which is in front /behind atm) and periodic effect of 'effect - issue order'
effect issue order - effect 'move' with the unit-unit+ either caster/source or target (i cant remember without refrencing my examples from within editor, just try both...) and you may have to change another field of like effect target/player or something. they are basically just letting you say, hey i want X/Y unit to issue this order on X/Y unit. just gotta get x as your caster/source and y as your target point (branching from the create persistent effect thats linked b4 this)
kind of a messy explanation but no better way to elarn than get in there and try it out yourself. GL
just remember to consider the facing of the unit so it will keep moving in the direction it is facing..
the action should be something like: "Order Unit to (Move targeting relative point near (Position of Unit)" and in the angle choose "towards (Facing of Unit)" where Unit is a variable that points to your unit
yeah its quite handy. my map has an 'alarm' system when certain units get a buff they automatically are issued an order to runto the nearest alarm and trigger the alarm and then the alarm guards spawn a a point and they all goto the alarm activated site from the start... its pretty sweet all automated with ZERO triggers from within the data editor. triggering is really a very specific tool i rarely need to use anymore, especially with that issue order allowing me to seemingly create a sompletely custom AI / enemy behavior from within the data editor with no triggering necesarry. later-
EDIT; cavalier, hes not using triggers, hes using data editor. no need the persistent give the facing of unit automatically.
How can i have a unit that never stops moving? Like for an aircraft?
I tried taking the obvious route and deleted the stop ability, but it still stops anyway
Deleting the Stop ability only always the unit to not Stop on demand, it'll still stop when it does.
As for moving constantly, you'll probably have to trigger this. However, in Warcraft 3 there was a behavior that caused a unit to continuously move, not sure if such a thing exists in Starcraft 2 though.
@Thebillsta: Go
ummm you could make a behavior that orders it to constantly move say 2 units in front of it, where the behavior periodic duration is like .5 seconds or something. this would be weird for walls and stuff, (though you could make it 'crash' or stop due to a a validator of cliff type/ pathable) but for air it seemingly would work for what you want.
If you look in Behaviours, there's a Behaviour called "Zerg - Larva Wander," this should make units move all the time.
@ezbeats: Go
how do i give orders through behaviours?
@Roar_Man: Go
a wander is definitely not what i want
You would do what ezbeats is saying to do. Create a behavior that constantly orders it to move 2 units in front of it. If you are creating an aircraft, collision should not be a problem. Turning would be okay if you use "Make unit face instantly" triggers :P Otherwise, turning might be a bit affected..
Try putting Deceleration at -1. It MIGHT work. But then you won't be able to stop anymore. xD
@ShadowLightX: Go
yeah, but how do i give orders through behaviors?
@Kildare88: Go
deceleration cant go below 0
@Thebillsta: Go
you give orders by the 'effect' 'issue order' just like 'create persistent' 'create damage' 'search area' there is one for 'issue order' youre going to want to apir it up with a 'create persistent' that makes a target point 2 units in front of the unit youre trying to do this to. then the issue order effect is of the 'move' type and it should target the point from the persistent if youve set it up.
i would go;
behavior periodic effect (duration to .2 - .5 seconds, period count -1) the effect calls the persistent
create persistent (you can use initial effect paired with initial offset but sometimes for me its a bit buggy so you may want to just stick it to a periodic to keep it simpler for you since youre new to this idea) with period count (1) durations (0.0 or 0.001 w/e works) periodic offset (0,2 or 0,-1 cant remember which is in front /behind atm) and periodic effect of 'effect - issue order'
effect issue order - effect 'move' with the unit-unit+ either caster/source or target (i cant remember without refrencing my examples from within editor, just try both...) and you may have to change another field of like effect target/player or something. they are basically just letting you say, hey i want X/Y unit to issue this order on X/Y unit. just gotta get x as your caster/source and y as your target point (branching from the create persistent effect thats linked b4 this)
kind of a messy explanation but no better way to elarn than get in there and try it out yourself. GL
@ezbeats: Go
rofl somehow missed the issue order effect thanks
just remember to consider the facing of the unit so it will keep moving in the direction it is facing.. the action should be something like: "Order Unit to (Move targeting relative point near (Position of Unit)" and in the angle choose "towards (Facing of Unit)" where Unit is a variable that points to your unit
@Thebillsta: Go
yeah its quite handy. my map has an 'alarm' system when certain units get a buff they automatically are issued an order to runto the nearest alarm and trigger the alarm and then the alarm guards spawn a a point and they all goto the alarm activated site from the start... its pretty sweet all automated with ZERO triggers from within the data editor. triggering is really a very specific tool i rarely need to use anymore, especially with that issue order allowing me to seemingly create a sompletely custom AI / enemy behavior from within the data editor with no triggering necesarry. later-
EDIT; cavalier, hes not using triggers, hes using data editor. no need the persistent give the facing of unit automatically.