Staredit Network

Staredit Network -> UMS Assistance -> Motion help
Report, edit, etc...Posted by Sie_Sayoka on 2005-12-03 at 20:07:49
ok so im really considering creating a halo map but the shielding system has got me down. when i use triggers for a burrowed zergling for follow the unit the unit will decrease in speed.

i have thought of many several ways to overcome this obsticle but here is what i came up with:

-use an observer for the shield instead, this however will not let ground attack only units hit.

-use slower triggers so that the marine will move faster this is not good in fast pase action though.

-have stim on

this is what i need help on:
-is there a way to keep a marine on infinite stim, and if so how can i do this?
-is there a way to avoid the sluggish movement of a marine with a zergling under it?
Report, edit, etc...Posted by fritfrat(U) on 2005-12-03 at 20:26:27
Um.. first off, I would try to find a medium of like, move the burrowed zling every 50/100 miliseconds or something. That may speed the unit up a bit, but I am not sure how this would affect your shields system.

I had this problem when making a map that involved zlings making burrowed trails behind them. I personally fixed this by adding a p13/14 unit to speed up the game, but I am not sure how available this will be for you...


Also, there is no way to have a marine on infinite stim. Someone else might know a way on how to avoid slowing the unit down, though..
Report, edit, etc...Posted by Oo.Insane.oO on 2005-12-03 at 20:35:53
It doesnt slow down the unit THAT much that it really matters a whole lot that it is slowed down or not u might as well just keep it how it is for the best shield system you can
Report, edit, etc...Posted by LethaL on 2005-12-03 at 20:39:15
Actually Insane, it slows them down a lot.

I made a map where a Dark Templar had 20 Drones constantly burrowed under it and it didn't move any slower. I thought I had a wait of about 200 milliseconds, but now that I look at the triggers there is a wait time, but it's set to 0. Very weird, as the DT doesn't move slower.
Report, edit, etc...Posted by PCFredZ on 2005-12-03 at 22:05:04
Just make the air unit movement delayed. E.g., if you bring 0 marines to location "follow", move location "follow" to marine, move observer to "follow". This way the observer will only be moved when the marine moves a full step, thus eliminating the slow effect of moving the observer to the location.
Report, edit, etc...Posted by Sie_Sayoka on 2005-12-04 at 00:42:17
INGENIOUS FREDDY thanks biggrin.gif
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