Constant Flying Height

N-a-z-g-u-l

New Member
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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:
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...
 

Darthfett

Aerospace/Cybersecurity Software Engineer
Reaction score
615
Are you sliding these projectiles, or are you ordering them to move?

I don't think sliding will have them changing their height, as they are changing locations, by instantly being put in new locations (it just so happens that the locations are right next to eachother, and so it looks smooth).

Although, if you need it, there is the

GetTerrainCliffLevel native function. You may also want to know what the height of a cliff is (128). Try setting a variable to the starting cliff height, another one to the current cliff height, and then decreasing the flying height by the difference between starting and current cliff heights (multiplied by 128).
EX:

Set Flying Height = CurFlyHeight + (128*(CurFlyHeight - InitFlyHeight)) + FlyIncrement
 

N-a-z-g-u-l

New Member
Reaction score
30
First read my code, I use SetUnitPosition every 0.01 seconds, no Order, more or less sliding...
terrain level? no, thats not what i need, as i said, after the cliff it works fine with GetLocationZ(), but only when the projectile changes the terrain cliff level there are problems...
well, I'm able to write scripts enough to know some things like that... i created a script which takes maxheight and distance and then returns the z-angle, and i already got bouncing on flat areas to work, just to let the others know that they can try to help me seriously, and not tell me to depend it on terrain height :) but, nevermind, thanks...

question still unanswered
 

Tom Jones

N/A
Reaction score
437
If a unit reaches a cliff, it'll will naturally move above it since it can't get trought it. So the answer is no.

You could however create the illusion of the unit moving trough the cliff, by hiding it before it reaches the cliff and calculating the time it'll take if it were to travel the distance from the start of the cliff to the end of the cliff. Then it's a simply waiting untill the time expires, and move the unit from the start of the cliff to the end of the cliff, and presume the moving of the unit.
 
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