Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Slowing movement
Slowing movement
Dec 18 2009, 12:19 am
By: JrOSTAD  

Dec 18 2009, 12:19 am JrOSTAD Post #1



hey, i need a good slowing effect, but it has to be invisible. and only happen when your resources drop too far. any suggestions
P.S. is you read my topic about my hero in UMS theorys and Ideas you'd know why i need it ^^



None.

Dec 18 2009, 12:20 am ClansAreForGays Post #2



Constantly move a burrowed unit under affected hero.




Dec 18 2009, 12:20 am Jack Post #3

>be faceless void >mfw I have no face

Make a location always follow the hero, then move or create burrowed units underneath, using hypertrigs.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Dec 18 2009, 12:45 am poison_us Post #4

Master has given Dobby a doctorate! Dobby is free!

using hypertriggers and death counts, you can "customize" how much you want the unit(s) to be slowed.




Dec 18 2009, 1:07 am DavidJCobb Post #5



Quote from poison_us
using hypertriggers and death counts, you can "customize" how much you want the unit(s) to be slowed.
You would do this by moving the burrowed unit every five (or so) trigger cycles, instead of every trigger cycle?



None.

Dec 18 2009, 1:14 am Biophysicist Post #6



Correct.



None.

Dec 18 2009, 8:06 am rockz Post #7

ᴄʜᴇᴇsᴇ ɪᴛ!

My hypothesis is that every time a trigger moves a unit onto the same pixel that another unit is already on, the unit, if moving, prevents them moving for that frame. Thus hyper triggers will cause units to move at half their normal speed, since they run every other frame. Moving diagonally seems to be harder to do, but that's probably due to the best path being recalculated every time the unit stops.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

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