I'm not an experienced mapmaker, and I don't know how teleportation works in the plugs where I've seen it, but it seems to me that if teleportation works, then jumping might work too. Instead of reappearing where you've clicked, the unit could throw an object that looked like itself, and it would reappear where the object landed.
If anyone could tell me about teleportation, this idea, or anything that would help me get an idea like this working, I will cook an early three-course dinner for them and their parents!
Jumping - Is jumping possible?
Ska, you're along the right lines, but it will likely require you to do some collection editing in Amber.
It wouldn't be easy however, now I'm going to assume that you're hoping for as flexible a system as possible (ie the unit jumps when the user tells it too).
First you'd need the unit set-up to throw a jumping projectile, ie what it will look like while 'in flight'.
The unit can then have this is an attack, the attack sequence for this will be an animation of the unit actually preparing to jump then starting to jump upwards, at the point where the unit should actually take off, it should become invisible. This would account for any delay in the map-script detecting the jumping unit. The user wouldn't see the invisibility however, as it would become invisible as the jumping projectile appears.
The script on the map would check for any of these units using it's special ability, if one is using this then it will be made invisible. It's jumping projectile is now flying through the air.
When it lands it should stop moving immediately (this is easy enough to do by having it promote to a motionless copy when it hits the ground), this is to avoid bouncing which would look rather odd.
The map script then detects this stationary projectile using a GEOM, it will then remove the projectile, and at the same time, put the original unit in its place and make it visible again.
The sequence which makes the unit visible however could be a projectile which animates to look like the unit landing and standing back up again.
This is by no-means the easiest of things to do, and would require a lot of fiddling with script. But it is do-able if you really want to put in the effort to do it, otherwise teleportation or clever use of camera movement can be used instead
It wouldn't be easy however, now I'm going to assume that you're hoping for as flexible a system as possible (ie the unit jumps when the user tells it too).
First you'd need the unit set-up to throw a jumping projectile, ie what it will look like while 'in flight'.
The unit can then have this is an attack, the attack sequence for this will be an animation of the unit actually preparing to jump then starting to jump upwards, at the point where the unit should actually take off, it should become invisible. This would account for any delay in the map-script detecting the jumping unit. The user wouldn't see the invisibility however, as it would become invisible as the jumping projectile appears.
The script on the map would check for any of these units using it's special ability, if one is using this then it will be made invisible. It's jumping projectile is now flying through the air.
When it lands it should stop moving immediately (this is easy enough to do by having it promote to a motionless copy when it hits the ground), this is to avoid bouncing which would look rather odd.
The map script then detects this stationary projectile using a GEOM, it will then remove the projectile, and at the same time, put the original unit in its place and make it visible again.
The sequence which makes the unit visible however could be a projectile which animates to look like the unit landing and standing back up again.
This is by no-means the easiest of things to do, and would require a lot of fiddling with script. But it is do-able if you really want to put in the effort to do it, otherwise teleportation or clever use of camera movement can be used instead
- William Wallet
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- Location: Perth Australia
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GEOM's are only evil if you forget the virgin sacrifice before using one, otherwise they are extremely useful and allow for some of the most intuitive scriptingLothar wrote:And don't forget that GEOM's are evil anyway.
And this isn't a thread for plugging myth add-ons, and if it were, neither of you are finished so you've very little to shout about anyway
- William Wallet
- Posts: 1494
- Joined: Tue Mar 30, 2004 9:40 am
- Location: Perth Australia
- Contact: