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Old 05-03-2008, 09:21 PM   #31
rulerofiron99
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Units can't get knocked through other random stuff.

Anyway, I think this is any excellent system, and very easy to implement (even for a stubborn GUI user such as myself)
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Old 05-04-2008, 01:34 AM   #32
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this should really include a terrain height check, so units don't smack into a wall and creep down it horizontally, that always looks stupid
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Old 05-06-2008, 01:01 AM   #33
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Another thing you might want to add is becoming airborne while being knocked back - in this way your system could set the new standard for jump- and toss-type spells.
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Old 05-06-2008, 01:32 AM   #34
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Quote:
Originally Posted by emjlr3
this should really include a terrain height check, so units don't smack into a wall and creep down it horizontally, that always looks stupid
I always felt the point of using SetUnitPosition was so it could slide along the walls. I could make it an option of whether or not to stop when it hits something, if you think it actually matters a lot.
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Another thing you might want to add is becoming airborne while being knocked back - in this way your system could set the new standard for jump- and toss-type spells.
The thing is that typically the directional velocity of jumps and tosses is constant, whereas with a knockback frictional effects slow those velocities down over time. I'd have to practically make a whole new system within the KB system in order to have it consider jumps and stuff.

I was considering making it allowable to punt units off of walls and stuff with this system though. Would make it a lot more elaborate and require a lot more work to code up, but could allow for some really awesome effects. The other consideration I had was to move two units at once but move the main unit with SetUnitX/Y so as to prevent it from losing its last order. The problem is this doubles the number of units that get moved at any one given time, which means fewer instances of knockback before things get really laggy.

Hrrrmm... Decisions, decisions.
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Old 05-06-2008, 07:57 AM   #35
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Don't think a unit loosing its last order matters that much, but I guess I generally just play games with Heroes only :p

Here are some random suggestions:
  • Allow damage to be part of knockback so>
    Just like on ET, when you kill+knockback a unit, it flys backwards.
  • As previously said, check for terrain height, & add an option where units 'impact' with a cool sfx + take damage depending on velocity their travelling at.
    (I'd also check for mechnical/buildings a unit sliding backwards into a tower with a cool impact, would look awesome.
  • As I said earlier, allow a knockbacked unit to knockback other units depending on his velocity & maybe.. mass (see next one)
  • Add a mass counter, allowing ppl to setup masses for each unit type, meaning greater or less knockback

All ofcourse possiblities..
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Old 05-06-2008, 02:30 PM   #36
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that sounds too much like my beta KS system, might as well go and add inelastic collisions while you are at it...god knows you can't solve elastic collisions simply with initial velocities and masses

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I always felt the point of using SetUnitPosition was so it could slide along the walls. I could make it an option of whether or not to stop when it hits something, if you think it actually matters a lot.

depends, if a unit hits a wall at like a 5-10 degree angle, I can see this being fine, but anything more and the unit should clearly hit it and stop, I have always had a pet peave with this. but since blizz does not allow us the find this angle easily......

I have never been able to get terrain height checks to work for me though, even when using premade systems which do just that :(
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Old 05-06-2008, 02:41 PM   #37
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Terrain height check is totally overrated for simple knockback, it makes spells using it unusable in most maps.
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Old 05-06-2008, 03:16 PM   #38
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Quote:
Originally Posted by Fulla
Don't think a unit loosing its last order matters that much, but I guess I generally just play games with Heroes only :p

Here are some random suggestions:
  • Allow damage to be part of knockback so>
    Just like on ET, when you kill+knockback a unit, it flys backwards.
  • As previously said, check for terrain height, & add an option where units 'impact' with a cool sfx + take damage depending on velocity their travelling at.
    (I'd also check for mechnical/buildings a unit sliding backwards into a tower with a cool impact, would look awesome.
  • As I said earlier, allow a knockbacked unit to knockback other units depending on his velocity & maybe.. mass (see next one)
  • Add a mass counter, allowing ppl to setup masses for each unit type, meaning greater or less knockback

All ofcourse possiblities..
Practically you're suggesting convert this into a Physics engine.
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Old 05-06-2008, 03:28 PM   #39
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Quote:
Originally Posted by moyack
Practically you're suggesting convert this into a Physics engine.

Probably :p
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Old 05-06-2008, 03:53 PM   #40
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Then this could be your best bet.
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Old 05-08-2008, 02:40 PM   #41
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The result:

call Knockback(unit, xyRate, acceleration, initHeight, zRate, killTrees, mass, bounciness, loseOrders)

or something bigger...

I think we should stop bugging Rising_Dusk to extend the system - as it is, it is perfect for what it needs to do. I knocks units backwards. That's it.
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Old 05-08-2008, 02:47 PM   #42
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Well, you could just have different function calls.
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Old 05-08-2008, 07:43 PM   #43
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Quote:
Originally Posted by Fulla
Well, you could just have different function calls.
The purpose of a system is global use for one aspect of a game -- If it has multiple purposes, sure, but this is a knockback system and not a physics engine. This is for those users who just don't need full physics compatibility but want knockback, which encompasses a lot of people.

I don't really consider myself the correct type of person to make a physics engine anyways. I think I might allow the boolean for losing orders though, since I think that's kind of important.... Eventually.
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Old 05-17-2008, 12:37 AM   #44
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I've been doing some testing since the last post I made in this thread (where I was assured that everything was entirely okay). Turns out units CAN get stuck with this system.

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I used a normal Tauren Chieftain and modified the KnockBack call used by one of the example spells.
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File Type: png get stuck.png (12.6 KB, 101 views)
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Old 05-20-2008, 10:36 AM   #45
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Quote:
Originally Posted by Rising_Dusk
I could make it an option of whether or not to stop or bounce when it hits something, if you think it actually matters a lot.

Fix'd! :)

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