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Staredit Network -> UMS Assistance -> Speed problems :x
Report, edit, etc...Posted by Sarge999 on 2006-12-03 at 18:49:34
Ok, i centered a few observers over a unit to give it the blurry look, but that slows down the unit. Is there anyway to get rid of this speed defect, which always seems to effect its acceleration..
I put a p14 map revealer in top left corner, but that didnt seem to fix it
Report, edit, etc...Posted by MageOfMystra on 2006-12-03 at 18:53:29
Instead of just using the move unit trigger (I'm assuming that's what you're using) why not just use the order trigger to make the observers "fly" over to you by regularly moving.
Report, edit, etc...Posted by Sarge999 on 2006-12-03 at 18:57:42
because the ling is faster than the observers, and will escape the blurry effect while bounding (which is what im using this for)

edit: and yes im using the move unit trigger ("center")
Report, edit, etc...Posted by Falkoner on 2006-12-03 at 19:08:59
Does the p14 observer still work? I thought the patch got rid of it?

Anyway, perhaps you could just move it to the zergling whenever he moves out of his location, that might lessen the speed slowdown.
Report, edit, etc...Posted by Sarge999 on 2006-12-03 at 19:18:23
That kind of worked..
I made the condition bring 0 units to location, and then recenter
but i had to hadd another trigger to order all the observers to that location, cuz when the ling stands still they would stray off..
But still the ling kinda twitches a bit about every 3 steps lol
also when i move all the observers on the ling, they dont all go directly ontop of him, they kind of make a box around him... arg
If any1 else knows anything about this feel free to add on
thx again falk
Report, edit, etc...Posted by Mr.Chicken on 2006-12-03 at 20:44:33
Reset the hyper triggers.
Report, edit, etc...Posted by Sarge999 on 2006-12-03 at 21:34:46
Sorry, but that makes no sense ><
The only triggers on the map are the blurr effect, and hypers
..
Report, edit, etc...Posted by xmrxsiegecopx on 2006-12-03 at 21:52:56
Short answer: no.

Long answer: The slow-down effect is an inevitable side effect of having a unit center or created almost directly above or below the ground unit, lasting for a fraction of a second. Hyper triggers just speed up the effect.
Report, edit, etc...Posted by doodle3000 on 2006-12-03 at 23:31:31
You could put a wait in the trigger that moves the observers on the ling. It doesnt even have to be a big wait, use like 100milleseconds, that way its not constantly going over the ling which makes it slower. It may slow him down a little bit, but you can always increase the wait
Report, edit, etc...Posted by R0y- on 2006-12-04 at 05:34:29
This would use up a lot of units, but couldn't you just put observers where the zerglings can walk (Like, everywhere)? I mean, it's a bound, there shouldn't be that much space to cover, and you could always move observers if you use too many. That way, it would look blurry, and you won't get reduced speed from moving a unit on another.

Eh, if you did this, you would have to make your triggers a bit different (kill all men for force 1; kill all '(explosion unit)' for player 8 (If player 7 owned obs and 8 was other comp))

Otherwise, you could live with choppy movement... tongue.gif

Edit: Wow, I use a lot of comma's... laugh.gif
Report, edit, etc...Posted by Felino on 2006-12-04 at 07:07:43
Try using wraths. They move faster than obs... (cloaked)
Report, edit, etc...Posted by CheatEnabled on 2006-12-04 at 13:05:42
The spawn in a problem could be fixed by ordering all observers to the location at all times. If this is for the bound you are working on, why not just add slower obstacles?
Report, edit, etc...Posted by Sarge999 on 2006-12-04 at 16:25:00
QUOTE(R0y-)
This would use up a lot of units, but couldn't you just put observers where the zerglings can walk (Like, everywhere)? I mean, it's a bound, there shouldn't be that much space to cover, and you could always move observers if you use too many. That way, it would look blurry, and you won't get reduced speed from moving a unit on another.

Eh, im trying to get the effect that as you move the blurry effect comes in to play just around where you are, so that wouldnt work, and look i use alot, of, comas, now, too!

QUOTE(R0y-)
Eh, if you did this, you would have to make your triggers a bit different (kill all men for force 1; kill all '(explosion unit)' for player 8 (If player 7 owned obs and 8 was other comp))

I already have the triggering for explosions figured out.

QUOTE(CheatEnabled)
If this is for the bound you are working on, why not just add slower obstacles?

Its not just that it effects the ling speed, but also effects how well it accelerates and turns, sometimes the ling will stay still and not turn right away.



Thx for the posts everyone, but working off of what Falkoner said, i think i got it all fixed up.
Closing this now.
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