Staredit Network > Forums > SC2 Assistance > Topic: Detecting unit moving through walls
Detecting unit moving through walls
Dec 23 2013, 1:13 pm
By: Leeroy_Jenkins  

Dec 23 2013, 1:13 pm Leeroy_Jenkins Post #1



Hello, I am working on a Starcraft II hockey map. In this map, I have a trigger physics engine, which moves units around. The problem I am having is that the hockey puck moves very fast. It is being moved by the unitsetposition trigger, so sometimes it skips over areas. This is a problem for my map, especially around the goal area, where I want collision with the goal and goal posts to be very accurate. Any ideas?



None.

Dec 23 2013, 2:14 pm Roy Post #2

An artist's depiction of an Extended Unit Death

If these are all fixed collision points, why not just make some regions and handle the event that the puck enters one of them?

What do you mean by "skips over areas"? If you're moving it a significant distance, you should decrease the distance and shorten the interval. I find that 0.05 seconds works pretty well for sliding effects.




Dec 24 2013, 1:38 am Leeroy_Jenkins Post #3



The interval is 0.0 seconds, and the projectile is moving fast, and being moved by the unitsetposition trigger. So, sometimes, it is moved over an area completely, including regions. So, the interval is at its minimum, and I would not like to decrease the distance (AKA speed) if I could.

Edit:

I found a website that might be useful, http://www.gamasutra.com/view/feature/131424/pool_hall_lessons_fast_accurate_.php?page=2. This looks like what I probably need for this.

Post has been edited 1 time(s), last time on Dec 24 2013, 4:54 am by Leeroy_Jenkins.



None.

Mar 2 2014, 8:30 am payne Post #4

:payne:

Btw, Leeroy, I saw some players walk through the arena's boundary and start skating beyond them. All they seemed to have to do was keep walking straight into the wall until they get to the other side.



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