Staredit Network > Forums > SC2 Assistance > Topic: How to avoid air units to slowly turn
How to avoid air units to slowly turn
Nov 16 2010, 1:30 pm
By: Devourer  

Nov 16 2010, 1:30 pm Devourer Post #1

Hello

hey, I need help, I tried like everything but it simply don't want to work: how, in this case phoenix, can I cause a unit to directly move towards the target point.
The problem is, that for example a phoenix comes from left and gets an order to move downwards, it first moves in a curve instead of suddenly moving downwards. So yea, how to? (NP if animation would break)



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Nov 16 2010, 2:20 pm Ahli Post #2

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

maybe changing direction per trigger to its order point?
At least I can't figure that out with data editor, too.
I had no success with turning speed, lateral acceleration, mover type editing :(
Turning speed should be higher if that should be possible I guess.




Nov 16 2010, 2:28 pm DevliN Post #3

Woah

By target point do you mean that its being moved by triggers or by the player? I'm testing just moving a Phoenix manually and don't get the same effect, though I'm probably not getting the question.



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Nov 16 2010, 2:32 pm Devourer Post #4

Hello

I think both got the same effect, but I am talking about triggers. Letting it turn back about 180° or similar will cause it to directly turn, but not if you, e.g., use 90°.



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Nov 21 2010, 6:32 pm Syphon Post #5



Did you try maxing out the lateral acceleration and turning speed in the movement tab?



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Nov 21 2010, 6:47 pm NicholasBeige Post #6



yeah im pretty sure the unit movement tab will contain all the stuff you need to do this.



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[07:41 pm]
Ultraviolet -- just sent you a message on Discord. I suspect you're probably trying to change unit speeds for units that don't use flingy.dat for movement (like any units that walk instead of hovering/flying). You can change their movement to flingy, but they unfortunately look more like they're gliding than walking when you do that.
[07:31 pm]
Symmetry -- EE2, I've been using setdatfile successfully for units.dat and weapons.dat but the flingy changes don't seem to happen
[05:25 pm]
Ultraviolet -- in EE2 you just open DatEdit, go to the flingy tab, and make whatever changes you want. Though if you want to do dynamic shit, you have to use the trigger editor with the setdatfile action. And of course you have to inject your changes when done. Can give more specific troubleshooting advice if you provide more details
[05:20 pm]
Ultraviolet -- Symmetry
Symmetry shouted: why can't I seem to make eud editor change flingy.dat D:
Are you using EE2 or EE3?
[04:57 pm]
Symmetry -- wdym
[02:24 pm]
Apos -- :wob:
[04:16 am]
NudeRaider -- files in c:\program files\ are protected
[2026-7-11. : 8:11 pm]
Symmetry -- why can't I seem to make eud editor change flingy.dat D:
[2026-7-11. : 4:33 pm]
Ultraviolet -- :wob:
[2026-7-10. : 11:00 pm]
Vrael -- :wob:
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