Basically, it's a system in which a unit is forced to constantly move forward while still allowing for a player to adjust the course.
Here is what I have:
Any suggestions as to how to make this less jerky? Sometimes the orders to adjust course are interrupted by the movement. Should I decrease the distance ordered and the time interval? I am a bit worried about lag.
By the way, the unit is small to create the impressive of immense speed. It has a turn rate of 3 and movement speed of 522. As you can see, there are 8 of them, one for each of 8 players. Each has a starting and finishing location. Thus, three arrays.
Here is what I have:
Code:
Movement
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 8, do (Actions)
Loop - Actions
Set HeroStart[(Integer A)] = (Position of Hero[(Integer A)])
Set HeroFinish[(Integer A)] = (HeroStart[(Integer A)] offset by 600.00 towards (Facing of Hero[(Integer A)]) degrees)
Unit - Order Hero[(Integer A)] to Move To HeroFinish[(Integer A)]
Custom script: call RemoveLocation (udg_HeroFinish[1])
Custom script: call RemoveLocation (udg_HeroFinish[2])
Custom script: call RemoveLocation (udg_HeroFinish[3])
Custom script: call RemoveLocation (udg_HeroFinish[4])
Custom script: call RemoveLocation (udg_HeroFinish[5])
Custom script: call RemoveLocation (udg_HeroFinish[6])
Custom script: call RemoveLocation (udg_HeroFinish[7])
Custom script: call RemoveLocation (udg_HeroFinish[8])
Any suggestions as to how to make this less jerky? Sometimes the orders to adjust course are interrupted by the movement. Should I decrease the distance ordered and the time interval? I am a bit worried about lag.
By the way, the unit is small to create the impressive of immense speed. It has a turn rate of 3 and movement speed of 522. As you can see, there are 8 of them, one for each of 8 players. Each has a starting and finishing location. Thus, three arrays.