Anyone here projectile simulation savvy? I want to be able to have a smooth flight arcs depending on liftoff velocity. I know how to find the x vel, y vel and slope in front and behind, but i cant make it look smooth. The object will fly up really fast or just stay airborne xD.
If anyone is good with simulating flight arcs let me know
I'm not sure exactly what your asking, but if you're trying to make your own projectile flight paths from units, then I suggest you look at the movers category of the data editor, since that seems to be what is dedicated to this stuff.. I can't help you much there though, since I'm more of a script guy :)
Anyway, doing it in script, I would do something like, create an actor for the model of your projectile, and have a struct which contains the relevant data for your projectile (actor, position, velocity and stuff), then you can update the data in a periodic trigger. Like every 0.1 seconds.
I would model the position and velocity with the point variable type (consider it a 3d vector). Every update, you add acceleration to your velocity (if any - like gravity). Then add the velocity to your position, and update the position of your actor.
I apologize that the pseudo code is closer to custom script than triggers, but it is based on my own project, and I don't feel like writing it in GUI. I hope that you can get something from it anyway. But unless you are somehow prevented from using the data editor, I would suggest you try and use that first.
this is a good start. it may take me a while to get back to you on this with more ?'s. i have entire engine as triggers so far. is that showing you connecting the data editor to triggers? if so ive never done that before, only worked with them independently.
Well, it depends on your engine.. That code, for example, comes from a space game simulator, where people can fly around with 3rd person camera (controlling all of yaw, pitch and roll). In that scenario, to rotate actors, I can't use units, I have to create raw actors in triggers instead. Therefore I made the projectiles purely in triggers.
But if you do have units, you could make an ability that launches a missile to some target point/unit when used, and then make the unit use that ability from triggers. Ask in the data section for the specifics of making the ability and mover.. How to make movers do as I want has always been confusing for me :)
Having a periodic event running multiple times pr seconds is not the most efficient way of moving a projectile. I haven't done it, but you could try and make a test map to check the performance online on bnet. Of course, if it is a single player map, then performance shouldn't be a problem.
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Anyone here projectile simulation savvy? I want to be able to have a smooth flight arcs depending on liftoff velocity. I know how to find the x vel, y vel and slope in front and behind, but i cant make it look smooth. The object will fly up really fast or just stay airborne xD.
If anyone is good with simulating flight arcs let me know
Thanks
I'm not sure exactly what your asking, but if you're trying to make your own projectile flight paths from units, then I suggest you look at the movers category of the data editor, since that seems to be what is dedicated to this stuff.. I can't help you much there though, since I'm more of a script guy :)
Anyway, doing it in script, I would do something like, create an actor for the model of your projectile, and have a struct which contains the relevant data for your projectile (actor, position, velocity and stuff), then you can update the data in a periodic trigger. Like every 0.1 seconds.
I would model the position and velocity with the point variable type (consider it a 3d vector). Every update, you add acceleration to your velocity (if any - like gravity). Then add the velocity to your position, and update the position of your actor.
I apologize that the pseudo code is closer to custom script than triggers, but it is based on my own project, and I don't feel like writing it in GUI. I hope that you can get something from it anyway. But unless you are somehow prevented from using the data editor, I would suggest you try and use that first.
@SBeier: Go
this is a good start. it may take me a while to get back to you on this with more ?'s. i have entire engine as triggers so far. is that showing you connecting the data editor to triggers? if so ive never done that before, only worked with them independently.
Well, it depends on your engine.. That code, for example, comes from a space game simulator, where people can fly around with 3rd person camera (controlling all of yaw, pitch and roll). In that scenario, to rotate actors, I can't use units, I have to create raw actors in triggers instead. Therefore I made the projectiles purely in triggers.
But if you do have units, you could make an ability that launches a missile to some target point/unit when used, and then make the unit use that ability from triggers. Ask in the data section for the specifics of making the ability and mover.. How to make movers do as I want has always been confusing for me :)
Having a periodic event running multiple times pr seconds is not the most efficient way of moving a projectile. I haven't done it, but you could try and make a test map to check the performance online on bnet. Of course, if it is a single player map, then performance shouldn't be a problem.