Acceleration Mod - Stripped Movement System

Details

  • Filename
    ODS_Test_Movement_System.SC2Map
  • Uploaded by
  • Uploaded
    Sep 11, 2012
  • Size
    134.03 KB
  • Downloads
    263
  • MD5
    0f498bfad0a7c83612dbb9a9df327678

Changelog

*Original File* Automatic turning of idle units is disabled. Be sure to add detection if a players unit is idle if you'd like to re-enable it, else it'll make a unit shake if it needs to decelerate. That little bit was made for units that instantly stop.

If you'd want a wide turning radius, I've read that you'll need to adjust the direction of orders to be less than 135 degrees of the unit's facing. So you'll need to edit the "Movement While Loops" action definition to change the "New Point Degrees" local variable accordingly (just after I use modulo on it).

See this thread for more info on wide turning arcs: http://www.sc2mapster.com/forums/resources/tutorials/23657-guide-how-to-make-units-turn-in-an-arc/

*Update 1* This version of the map now takes into account unit acceleration. The previous version didn't. Please let me know if you find any bugs in the project comments. I'd call this a beta because the system was originally designed for acceleration to only be 1000. (instant stops and max speed)

The Sprint bug, where once used completely it would stay disabled after the bar filled up, has been fixed.

Scout seems to move with some slack in it's forward direction. This is not caused in any way by the triggers in use.

Units turning reation speed may be lowered a bit.