Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Realistic flight
Realistic flight
Sep 18 2007, 6:21 pm
By: sharf  

Sep 18 2007, 6:21 pm sharf Post #1



Anyone have ideas on how to keep a air unit from floating? Like if you stop, don't hover, fly in a circle. One thought I had was have it followed by an observer, and if the observer catches up, make it mover around.



None.

Sep 18 2007, 6:28 pm JaFF Post #2



Junkyard dog. That only works in certain situations (like you have only one air unit that must not stop).

Another solution: grid systems.



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Sep 18 2007, 7:35 pm TricksOfDeath Post #3



Depends what your trying to do... wanna tell us? ^^ JNKD is usualy good fix, I would suggest a extreamly fine grid system (Not advised for huge maps...) but if they stayed at a certian spot for more than a few miliseconds have the triggers display that they will crash or die if they dont keep moving, or... use "move to location" every couple of milliseconds and have it center on the air unit (Will get increasingly annoying when trying to move...) or use order to location and have it centered on it.



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Sep 18 2007, 10:42 pm Falkoner Post #4



If you constantly order it back to a spot it shouldn't drift with hyper triggers.



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Sep 18 2007, 11:28 pm fritfrat Post #5



Falk, I believe he is asking how to do the exact opposite... I was confused at first, too. I think he's asking how to make it so asthetically your unit doesn't stop moving but moves in circles for when you stop giving it commands.

Honestly, it'd be pretty easy to just trigger something that could make it move in little hexagons, but it'd just be 1 extra pain for the player to get out of the string of orders, and the unit would have to hover and not move for a duration to know to start the orders anyways. Basically, unless this would actually affect gameplay or balancing, don't waste your time with it.. it'd be more annoying than aesthetically pleasing, in my opinion.



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Sep 20 2007, 9:26 am The Starport Post #6



You could make its movement automatic and control it by setting direction only.



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Sep 22 2007, 3:16 am Falkoner Post #7



Mobile ground grids, although this would be messed up if you go over non-ground, I used a method like this to make a half-burrowed lurker circle your unit.



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[06:10 pm]
Ultraviolet -- sweet summer child
[2026-6-26. : 10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
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