Flying Unit Height Broken on a Flying Unit

l-hate_you

New Member
Reaction score
6
For my airplane map (similar to battleships but first person with planes and arrow key movement+different weapon system) I made a B17 bomber that is supposed to drop bombs. They work perfectly fine and do damage and everything. However, they do not "fall" like they are supposed to.. they are based off of Footman with locust, movement type flying, and fly height/fly min both set to 1000 (same height as planes). This is the trigger for the bomb falling...

Drop Bomb 1
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Drop Bombs
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Charges remaining in (Item carried by (Casting unit) of type Bombs)) Less than or equal to 0
Then - Actions
Else - Actions
Set TempPoint = (Position of (Casting unit))
Unit - Create 1 Bomb for (Owner of (Casting unit)) at TempPoint facing Default building facing degrees
Unit - Add Storm Crow Form to (Last created unit)
Unit - Remove Storm Crow Form from (Last created unit)
Animation - Change (Last created unit) flying height to 100.00 at 1000.00

Item - Set charges remaining in (Item carried by (Casting unit) of type Bombs) to ((Charges remaining in (Item carried by (Casting unit) of type Bombs)) - 1)
Custom script: call RemoveLocation(udg_TempPoint)
Unit - Order (Casting unit) to Stop
Unit - Order (Casting unit) to Move To ((Position of (Casting unit)) offset by 256.00 towards (Facing of (Casting unit)) degrees)


why the heck won't it work!? :confused:
 

Azylaminaz

Vox Populi
Reaction score
91
Make sure you add code tags, easier to read. :p
Code:
Drop Bomb 1
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Drop Bombs 
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Charges remaining in (Item carried by (Casting unit) of type Bombs)) Less than or equal to 0
            Then - Actions
            Else - Actions
                Set TempPoint = (Position of (Casting unit))
                Unit - Create 1 Bomb for (Owner of (Casting unit)) at TempPoint facing Default building facing degrees
                [COLOR="Red"]Unit - Add Storm Crow Form to (Last created unit)
                Unit - Remove Storm Crow Form from (Last created unit)
                Animation - Change (Last created unit) flying height to 100.00 at 1000.00[/COLOR]
                Item - Set charges remaining in (Item carried by (Casting unit) of type Bombs) to ((Charges remaining in (Item carried by (Casting unit) of type Bombs)) - 1)
                Custom script:   call RemoveLocation(udg_TempPoint)
        Unit - Order (Casting unit) to Stop
        Unit - Order (Casting unit) to Move To ((Position of (Casting unit)) offset by 256.00 towards (Facing of (Casting unit)) degrees)
If they already have flying, you don 't need Storm Crow Form at all. Change the "Mininum value" to 0.
 

l-hate_you

New Member
Reaction score
6
I made the fly height minimum 0 and took out the crow form stuff and it still isnt moving up and down with the trigger.. I even tried removing Locust from it and it did nothing still. Any more ideas? Anyone?

Thankyou so far :eek: :(
 

C0mput3r

New Member
Reaction score
20
Just to clarify, does your unit have a Drop Bomb ability or is it from the item. (as in you click on the item to use ability) If its an item ability, change casting an ability to item being manipulated.
 

l-hate_you

New Member
Reaction score
6
YES!!! ok i found out what it was! The Base Movement Speed MUST NOT be 0. I made the movement speed 1 and it works great.

For all future reference, in order to change a unit's Flying Height with Animation - Change unit flying height, that unit must have a movement speed of 1 or greater.

however i have no idea why.. :confused:

not that it matters :D
 

Quauhtli

I have the right to remain silent.
Reaction score
62
>however i have no idea why..:confused:

because otherwise they can't move...
 
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