N-a-z-g-u-l
New Member
- Reaction score
- 30
I want to create a tossing and bouncing system, but when the projectiles come near cliff-levels, they don't stay on their height...
I currently use that every 0.01 seconds:
I'm sure it does not have anything to do with the rate nor a wrong location or something like that, it just seems that flying units change their height before they reach the cliffs, so their movement is fluent... any idea about what to change? I use None as pathing type or something (where you can set them to flying, ground, floating etc), and use the fly trick with 'Amrf'... Additionally i turn collosion off (call SetUnitPathing( TossU, false )), but it does not work when i change the units to ground units, only for flying or none, while with none the problems at cliffs are less, but still eye-catching...
On non-cliff terrain changings it works, by the way, and once it passed the cliff it follows the wanted way...
I currently use that every 0.01 seconds:
Code:
call SetUnitPosition( TossU, MoveX, MoveY )
call MoveLocation(PositionLoc, MoveX, MoveY)
set PositionZ = GetLocationZ(PositionLoc)
call SetUnitFlyHeight( TossU, udg_Toss_Height[Id]-PositionZ, 0.00 )
I'm sure it does not have anything to do with the rate nor a wrong location or something like that, it just seems that flying units change their height before they reach the cliffs, so their movement is fluent... any idea about what to change? I use None as pathing type or something (where you can set them to flying, ground, floating etc), and use the fly trick with 'Amrf'... Additionally i turn collosion off (call SetUnitPathing( TossU, false )), but it does not work when i change the units to ground units, only for flying or none, while with none the problems at cliffs are less, but still eye-catching...
On non-cliff terrain changings it works, by the way, and once it passed the cliff it follows the wanted way...