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Staredit Network -> Concepts -> Move Control etc. (EUD)
Report, edit, etc...Posted by yoni45 on 2005-08-06 at 00:38:44
In a different thread, 'disciple of adun' mentioned editing a unit's Movement Control to set it to Flingy so that Flingy speed/acceleration would affect it. under the units.dat the only thing resembling that is Movement Type, which i believe sets movement type to fly, walk, hover, etc., but under Flingy.dat, theres MoveControl, which i'm not sure what it does, which is the value we need to edit to set a unit's "Movement Control" to Flingy, and what kind of values does it expect? (numbers i'm assuming, but what do the numbers represent, specificly which is flingy and iscript...)
Report, edit, etc...Posted by DT_Battlekruser on 2005-08-06 at 00:43:29
If you use the flingy.dat entries as a Movement Control, it will glide based on Speed and Acceleration values. If you make it move based on iscript, it will look for actions in the iscript that tell the sprite to shift by x pixels.
Report, edit, etc...Posted by yoni45 on 2005-08-06 at 00:49:13
QUOTE(DT_Battlekruser @ Aug 5 2005, 10:43 PM)
If you use the flingy.dat entries as a Movement Control, it will glide based on Speed and Acceleration values.  If you make it move based on iscript, it will look for actions in the iscript that tell the sprite to shift by x pixels.
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ok, so what value do i need to set to "use the flingy.dat entries as a Movement Control", for example, i know a marine would be using the iscript, so the question stands as what value do I need to change (and to what would help), in order to have the marine use the flingy's speed/acceleration values (whats the variable that needs to be edited, i thought it was called Movement Control, which then sets the value to Flingy or iscript, but I could have the nomenclature down wrong, either way hopefully my question's fairly clear now)

also, for the record, I'm pretty sure Flingy.dat -> Speed isnt in MemCalc... it should be biggrin.gif
Report, edit, etc...Posted by BSTRhino on 2005-08-06 at 00:53:54
The value of 0 will get you flingy.dat values movement control.
Report, edit, etc...Posted by yoni45 on 2005-08-08 at 20:55:16
QUOTE(BSTRhino @ Aug 5 2005, 10:53 PM)
The value of 0 will get you flingy.dat values movement control.
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could u be any more confusing? tongue.gif

if i got that right, a value of 0 would set the movement control to flingy, thereby making it "accelerate" and change speeds using the Flingy.dat -> Speed value... now, what would I set to 0? whats the name of the variable or whatnot for it?
Report, edit, etc...Posted by BSTRhino on 2005-08-08 at 21:30:08
That's right. And the variable is called... MoveControl. Set that to zero and you'll have flingy.dat movement control. This means there movement will not only be controlled by flingy.dat speed, but also by all of the other variables in there such as turn radius, acceleration, and all of those (I also think most of those are wrongly named.) However, generally you don't get very nice looking effects when changing the movement control of something because Blizzard would have already chosen the movement control that looks best for whichever flingy you're talking about. For example, Zerglings are controlled by iscript by default, if you change this to flingy they'll still have their usual movement animation, but there movement will look really out-of-step with the way Zerglings "gallop" (I can't find a better word for that.) Movement control is not a very beneficial variable to be editing unless you're changing graphics as well in my opinion.

Also, another problem is that the flingy.dat speed variable offset has not yet been found, so at the moment there's not much point setting movement control to something else.
Report, edit, etc...Posted by yoni45 on 2005-08-08 at 22:47:03
QUOTE(BSTRhino @ Aug 8 2005, 07:30 PM)
That's right. And the variable is called... MoveControl. Set that to zero and you'll have flingy.dat movement control. This means there movement will not only be controlled by flingy.dat speed, but also by all of the other variables in there such as turn radius, acceleration, and all of those (I also think most of those are wrongly named.) However, generally you don't get very nice looking effects when changing the movement control of something because Blizzard would have already chosen the movement control that looks best for whichever flingy you're talking about. For example, Zerglings are controlled by iscript by default, if you change this to flingy they'll still have their usual movement animation, but there movement will look really out-of-step with the way Zerglings "gallop" (I can't find a better word for that.) Movement control is not a very beneficial variable to be editing unless you're changing graphics as well in my opinion.

Also, another problem is that the flingy.dat speed variable offset has not yet been found, so at the moment there's not much point setting movement control to something else.
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yeah, thats pretty much my goal, i wanna create a ghost that actually becomes a "ghost", give it a nice speed so ur looking at it and next u know its behind u or wutnot biggrin.gif

just to be clear, Flingy.dat -> MoveControl, changes the control of the unit to flingy so *if* we had the flingy speed offset we'd be able to edit that...

also when it comes to the movement (iscript vs flingy), i can imagine that flingy movement wouldnt be too animated, all air and hovering units all seem to have a static movement, sometimes with a jet graphic behind them, could be thats what the major diff between the 2 is...

also another quick question, how would u switch it back to iscript again? (what would the value need be?)
Report, edit, etc...Posted by BSTRhino on 2005-08-08 at 23:24:31
I see what you're doing. Good luck with the moving Ghost, I hope it turns out well. I don't want to discourage you, but traditionally that is something that I would do with iscript because I could never get things to accelerate to top speed instantly using flingy.dat. However, the iscript.bin option is not available to you because of the limitations with EUD, so you might need to do a lot more playing around with the values of flingy.dat to see how things really work.

Iscript movement has a MoveControl value of 2. There is another movement control called partially mobile/weapon has a MoveControl which has a value of 1 which is used by all weapons and flying Terran buildings. For weapons, partially mobile/weapon I believe works just the same as if you chose to use flingy.dat control. For Terran buildings, it seems that the movement control has no effect, flying Terran buildings always move at the same speed. However, I have not tested iscript movement control on Terran buildings, but since that is out of the capabilities of EUD you probably don't really care what iscript movement control does to lifted-off Terran buildings.

QUOTE
also when it comes to the movement (iscript vs flingy), i can imagine that flingy movement wouldnt be too animated, all air and hovering units all seem to have a static movement, sometimes with a jet graphic behind them, could be thats what the major diff between the 2 is...


Hmmm... yeah, you are right that generally units that use flingy movement have less exciting movement animations, but that's not because of a technological limitation. Mutalisks (which use flingy movement control) have a movement animation that's just as complicated as Zerglings (which use iscript movement control.) There are two main differences:
  • Units that use iscript movement don't have to move at constant (or slowly increasing/decreasing) speed during all their frames. I think Broodlings or Spider Mines are a really good example here, they move really irregularly, and that can only be achieved through iscript. Many other units like Zerglings, Hydralisks, Ultralisks and Reavers move irregularly using iscript, just not to the same extent.
  • Units that move with iscript don't take time to build up speed or reduce speed. As soon as they move, they move at the exact speed they're programmed to move at. This is the main reason why infantry use iscript, because it allows the units to look like they're moving in sync with their steps.
Report, edit, etc...Posted by yoni45 on 2005-08-08 at 23:38:03
QUOTE(BSTRhino @ Aug 8 2005, 09:24 PM)
Hmmm... yeah, you are right that generally units that use flingy movement have less exciting movement animations, but that's not because of a technological limitation. Mutalisks (which use flingy movement control) have a movement animation that's just as complicated as Zerglings (which use iscript movement control.)
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ah thats true, i was wrecking my mind thinking of units that may have more complex movement animation, musta missed the muta heh, o well, i'll be waiting for that flingy.dat -> speed offset ... biggrin.gif

btw, for the record, what kind of values does acceleration work with, what do they represent? is it a standard acceleration unit (ie X pixels per second squared) up until the desired speed? cuz i'm thinkin u could do some pretty intresting stuff with that... ( for example, vulture races where u'd actually need to slowly accelerate to a really high top speed so stopping would be quite detrimental... )
Report, edit, etc...Posted by BSTRhino on 2005-08-08 at 23:57:51
lol, I wish there was something conclusive to say about flingy.dat and its values, but to be honest, there doesn't seem to be much logic to their actual values. If I remember right, Battlecruisers have a speed of 640, Carriers 853, Wraiths 1707, and there are many more other speed values, all of them numbers that seem to have some magic meaning, I just don't know what it is. It's the same with all of the other variables in flingy.dat. The first time I touched flingy.dat I was trying to find out what was the significance of 1707. Why not 1706, or 1708? They're very non-human-like numbers. Blizzard must have some formula for it, but I honestly don't know what it is, the numbers just come from nowhere really.

I think what you should probably do is download Arsenal III and open the flingy editor, then look at the speed, acceleration, turn style, turn radius, and everything else for the different units. Although I don't know how or why the numbers are what they are, you probably will see patterns, like for example, larger values for speed make faster units, and smaller values for acceleration generally mean faster acceleration, although for some reason it doesn't seem to always work this way. You really need to just take a look and see for yourself what the values look like. No one really knows how flingy.dat values work, all we really do is take what's there, change the values, and see what happens.

QUOTE
for example, vulture races where u'd actually need to slowly accelerate to a really high top speed so stopping would be quite detrimental...


Some flingy-controlled units seem to not forget the speed they were moving at before they stopped, and so they can move off at top-speed straight away if they previously accelerated to that speed. I'm sure that flingy.dat controls that somehow, but none of us know enough about flingy.dat to tell you exactly what's causing that and how to stop that.
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