You can change the mover in the unit, if you take the colossus mover it's kind of gliding up and down cliffs, I wonder if this is optimizable trough triggers or even data.
And no, a flying unit is definitely not necessary.
I did some research and I'm pretty sure that it's impossible to use the Blizzard physic engine.
Also, I think that we have to use movers to make the unit go over cliffs.
Hm, doesn't work for me. Did you do anything else?
edit: I fixed it, I had my phsics deactivated. This sure is awesome!
Now I have to find a way to control it. Any Ideas?
As I've said, my trigger only has the acceleration/deceleration too. I haven't figured out a way yet to make it fall over cliffs and I was planning to ask that later here.You could add the reaper jump to every unit if it doesn't need to be realistic.
I think I got the part with acceleration/decelerating down now. Now I've got a problem with something that might be more complicated:
If a ball rolls up a ramp diagonally it will eventually make a curve that looks something like this:
But I'm having a problem with this. The trigger itself works, but it is not picking every unit at once. As far as I've seen through testing, it picks Zergling 1 from the zerglinggroup and does [Actions], after that picks Zergling 2 and does [Actions] etc. What do I need to change so that the trigger picks every Unit at once and does actions?
I hope you understand my problem.
Wouldn't it be enough to add all units into a Unit Group,and then rewrite the trigger so it cycles through the Unit Group?
Why do you need this part?
Quote:
Then you need to create a way to organize your zerglings so that each zergling is appropriately marked to a specific number.
This number will be the number that corresponds to its position in the variable arrays you just made.
I suggest using the unit's custom values. Make each one's custom value for 0, into this unique specific number.
You can do this by using the Action - Set Unit Custom Value.
In your trigger, the variables Z Zergling and Z Zergling 2 are both 0 because the height of the Zergling (relative to the ground) is 0. This took me quite a while too to figure out.
edit: Thank you for the << code>> info!
Do you mean like when the Zergling moves down/up it continuously accelerates/decelerates and as soon as it stops it reaches it's Original movement speed? If so, i think this trigger might help you:
periodic
Events
Game - Map initialization
Local Variables
Conditions
Actions
General - While (Conditions) are true, do (Actions)
Conditions
(Owner of Zergling [62.11, 64.09]) == 1
Actions
Variable - Set Z Zergling = (Ground height at (Position of Zergling [62.11, 64.09]))
General - Wait 0.1 Game Time seconds
Variable - Set Z Zergling 2 = (Ground height at (Position of Zergling [62.11, 64.09]))
Variable - Set difference = (Z Zergling 2 - Z Zergling)
General - If (Conditions) then do (Actions) else do (Actions)
If
difference > 0.0
Then
Unit - Add 1 deceleration to Zergling [62.11, 64.09] from player 1
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
difference < 0.0
Then
Unit - Add 1 acceleration to Zergling [62.11, 64.09] from player 1
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
difference == 0.0
Then
Unit - Remove 1000 acceleration from Zergling [62.11, 64.09]
Unit - Remove 1000 deceleration from Zergling [62.11, 64.09]
Else
I set 3 variables for this Trigger:
difference = 0.0 <Real>
Z Zergling = 0.0 <Real>
Z Zergling 2 = 0.0 <Real>
and 2 behaviors (acceleration and deceleration) which both have a max stack count of 1000 and the duration of both is 5 seconds.
The acceleraton behavior adds 0.05 movement speed to the unit and the deceleration behavior adds -0.05.
I've tested this trigger and it works just as intended.
Also,in terms of text formation, how can i make a trigger look like the one from gerudobombshell?
Hello,
I have the following problem:
I'm trying to create a ball with physics. When it rolls down a ramp it accelerates, when it rolls over a cliff it falls down etc. Basically everything a real ball would do.
I have no idea how to do this and I would really appreciate it if anyone could tell me if this is even possible / how to get it working.
0
@PillowFort: Go
You can change the mover in the unit, if you take the colossus mover it's kind of gliding up and down cliffs, I wonder if this is optimizable trough triggers or even data.
And no, a flying unit is definitely not necessary.
0
@PillowFort: Go
I did some research and I'm pretty sure that it's impossible to use the Blizzard physic engine.
Also, I think that we have to use movers to make the unit go over cliffs.
0
Hm, doesn't work for me. Did you do anything else? edit: I fixed it, I had my phsics deactivated. This sure is awesome!
Now I have to find a way to control it. Any Ideas?
0
@PillowFort: Go
As I've said, my trigger only has the acceleration/deceleration too. I haven't figured out a way yet to make it fall over cliffs and I was planning to ask that later here.You could add the reaper jump to every unit if it doesn't need to be realistic.
0
I think I got the part with acceleration/decelerating down now. Now I've got a problem with something that might be more complicated:
If a ball rolls up a ramp diagonally it will eventually make a curve that looks something like this:
How can I do this?
0
@Juxtapozition: Go
OK so I've tried it with the unit group:
But I'm having a problem with this. The trigger itself works, but it is not picking every unit at once. As far as I've seen through testing, it picks Zergling 1 from the zerglinggroup and does [Actions], after that picks Zergling 2 and does [Actions] etc. What do I need to change so that the trigger picks every Unit at once and does actions?
I hope you understand my problem.
@PillowFort: Go
He didn't create the second post, that was gerudobombshell.
0
@Juxtapozition: Go
Wouldn't it be enough to add all units into a Unit Group,and then rewrite the trigger so it cycles through the Unit Group?
Why do you need this part?
0
@PillowFort: Go
Don't take me for granted on that one, but I think you'd have to create one trigger for each unit. Somebody correct me here please if I'm wrong.
0
You made the same misstake as me:
You took the element "Height of Unit":
But you need to take "Height at point"(not Height of Point!):
In your trigger, the variables Z Zergling and Z Zergling 2 are both 0 because the height of the Zergling (relative to the ground) is 0. This took me quite a while too to figure out. edit: Thank you for the << code>> info!
0
@gerudobombshell
I'm having trouble understanding what your trigger does. Could you please explain it a little?
* Set **Ball** Property **Movement Speed** to (**XYSpeed** / **16**)
Why divide by 16?
* Unit Issue Order (Ball to (Move Targeting (Point With Offset Polar **(Position Of (Ball), XYSpeed, XYAngle)))
**
I don't understand the offset.
* Change Unit Height (Ball, BallZ + ZSpeed, 0.625)
I can't make sense of these 4 variables.
Thank you in advance
@gerudobombshell
Do you mean like when the Zergling moves down/up it continuously accelerates/decelerates and as soon as it stops it reaches it's Original movement speed? If so, i think this trigger might help you:
periodic
Events
Game - Map initialization
Local Variables
Conditions
Actions
General - While (Conditions) are true, do (Actions)
Conditions
(Owner of Zergling [62.11, 64.09]) == 1
Actions
Variable - Set Z Zergling = (Ground height at (Position of Zergling [62.11, 64.09]))
General - Wait 0.1 Game Time seconds
Variable - Set Z Zergling 2 = (Ground height at (Position of Zergling [62.11, 64.09]))
Variable - Set difference = (Z Zergling 2 - Z Zergling)
General - If (Conditions) then do (Actions) else do (Actions)
If
difference > 0.0
Then
Unit - Add 1 deceleration to Zergling [62.11, 64.09] from player 1
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
difference < 0.0
Then
Unit - Add 1 acceleration to Zergling [62.11, 64.09] from player 1
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
difference == 0.0
Then
Unit - Remove 1000 acceleration from Zergling [62.11, 64.09]
Unit - Remove 1000 deceleration from Zergling [62.11, 64.09]
Else
I set 3 variables for this Trigger:
difference = 0.0 <Real>
Z Zergling = 0.0 <Real>
Z Zergling 2 = 0.0 <Real>
and 2 behaviors (acceleration and deceleration) which both have a max stack count of 1000 and the duration of both is 5 seconds.
The acceleraton behavior adds 0.05 movement speed to the unit and the deceleration behavior adds -0.05.
I've tested this trigger and it works just as intended.
Also,in terms of text formation, how can i make a trigger look like the one from gerudobombshell?
0
Hello, I have the following problem: I'm trying to create a ball with physics. When it rolls down a ramp it accelerates, when it rolls over a cliff it falls down etc. Basically everything a real ball would do. I have no idea how to do this and I would really appreciate it if anyone could tell me if this is even possible / how to get it working.