Unit Bouncing
Nov 30 2014, 7:30 am
By: staxx  

Nov 30 2014, 7:30 am staxx Post #1



Trying to help a friend re-produce THIS bouncing style (the drones)

Obviously the most logical answer would be to order the unit from staggered locations in each lane but, the problem with this is you run out of locations very quickly.

Is there a method of achieving this with use of minimal amount of locations?
If possible would like each "drone" unit to have its own individualized pathing in each lane.
Would like to avoid junkyarding units so that you dont have drones randomly switching directions.



None.

Nov 30 2014, 12:17 pm Roy Post #2

An artist's depiction of an Extended Unit Death

If you're just looking for a way to conserve on location usage, look into using a grid system.




Dec 17 2014, 6:09 pm Sacrieur Post #3

Still Napping

Since no one else has answered this.


Quote from staxx
Is there a method of achieving this with use of minimal amount of locations?

Yes, but it's never been done before.


Quote
If possible would like each "drone" unit to have its own individualized pathing in each lane.

Yes, it's possible.


Quote
Would like to avoid junkyarding units so that you dont have drones randomly switching directions.

Pure reflection, got it.

---

Here's how it's going to work:

1) Determine the direction the unit is facing when it runs into a wall, this is accomplished through EUDs.
2) Use a reflection algorithm to find the angle's reflection.
3) Create a line through some mobile grid magic to accurately represent the unit's new vector and order in said direction.

Only one of these is easy.

Give me some time to actually develop the system and I'll get back to you.

Post has been edited 1 time(s), last time on Dec 17 2014, 6:22 pm by Sacrieur.



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