Choppy movement when throwing a unit up in the air

Marsmallos

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Hi!
I am making a spell that throws the target straight up in the air, until it slows down, starts falling again and finally lands on the ground. I use two triggers, one that launches at the spell cast and starts a repeating timer, and another that launches each time the timer expires. So, the second trigger works like a loop, and handles the calculations of how high the unit needs to be moved each 0.3 seconds with the Animation - Change Unit Height action using the s = ut + (at^2)/2 formula.

The problem I am having is that though the unit moves through the correct points in it's motion path, it moves very choppily between them. Instead of smoothly moving the next distance as soon as the first is finished, it pauses for a split second at each point in the course. It looks very ugly and I am wondering if there is some problem with the Animation - Change Unit Height action that prevets it from being used to create smooth movements using heights changed in increments like I am doing?

And also, what would you do to get my trigger to move the unit up and back down again like I want it to without the choppiness?

Trigger:
  • Akilzon boss Gust of Wind spell cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • AkilzonBoss_incombat Equal to True
      • (Ability being cast) Equal to (Boss2) Gust of Wind
      • AkilzonBoss_storm_inprogress Equal to False
    • Actions
      • Set AkilzonBoss_GoW_target = (Target unit of ability being cast)
      • Unit - Add Crow Form to AkilzonBoss_GoW_target
      • Unit - Remove Crow Form from AkilzonBoss_GoW_target
      • Unit - Pause AkilzonBoss_GoW_target
      • -------- ------------- --------
      • -------- ------------- --------
      • -------- ------------- --------
      • -------- ------------- --------
      • -------- ------------- --------
      • Set AkilzonBoss_GoW_time = 0.00
      • Set AkilzonBoss_GoW_speedconstant = 300.00
      • Set AkilzonBoss_GoW_height = AkilzonBoss_GoW_speedconstant
      • Animation - Change AkilzonBoss_GoW_target flying height to AkilzonBoss_GoW_height at AkilzonBoss_GoW_height
      • -------- ------------- --------
      • -------- ------------- --------
      • -------- ------------- --------
      • Countdown Timer - Pause AkilzonBoss_GoW_timer
      • Countdown Timer - Start AkilzonBoss_GoW_timer as a Repeating timer that will expire in 0.30 seconds
      • -------- ------------- --------
      • -------- ------------- --------
      • -------- ------------- --------
      • -------- ------------- --------
      • -------- ------------- --------


The loop:

Trigger:
  • Akilzon boss Gust of Wind height change
    • Events
      • Time - AkilzonBoss_GoW_timer expires
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • AkilzonBoss_GoW_time Not equal to 6.00
          • AkilzonBoss_GoW_height Greater than 0.00
        • Then - Actions
          • Set AkilzonBoss_GoW_time = (AkilzonBoss_GoW_time + 0.30)
          • Set AkilzonBoss_GoW_height = (AkilzonBoss_GoW_speedconstant + ((AkilzonBoss_GoW_speedconstant x AkilzonBoss_GoW_time) + ((-100.00 x (AkilzonBoss_GoW_time x AkilzonBoss_GoW_time)) / 2.00)))
          • Animation - Change AkilzonBoss_GoW_target flying height to AkilzonBoss_GoW_height at AkilzonBoss_GoW_height
        • Else - Actions
          • Countdown Timer - Pause AkilzonBoss_GoW_timer
          • Set AkilzonBoss_GoW_height = 0.00
          • Animation - Change AkilzonBoss_GoW_target flying height to AkilzonBoss_GoW_height at 100
          • Unit - Unpause AkilzonBoss_GoW_target
 
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