Discussion: HOW do I control unit bouce?

Discussion: HOW do I control unit bouce?

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Discussion: HOW do I control unit bouce?

Post by smoth »

When units "fall" out of transports or are tossed by impulse they bounce. I don't want this. How can I stop it from happening? does the engine support that?
luckywaldo7
Posts: 1398
Joined: 17 Sep 2008, 04:36

Re: Discussion: HOW do I control unit bouce?

Post by luckywaldo7 »

+1 to mostly inelastic collisions between ground and units.

Most of that energy should converted to work in unit damage and ground deformation anyway.

edit: I'm only geeking some physics, not suggesting that collisions must cause ground deformation, although the option to do that would be cool too.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Discussion: HOW do I control unit bouce?

Post by knorke »

BA has a unit_air_release_manager.lua thing to controll units falling from destroyed transports.

gadget:UnitUnloaded also gets called for units whose transport died, so should be possible to check how high the unit is above ground and softly movectrl it downwards like a spacerock.

http://answers.springlobby.info/questio ... e-airborne
Though UnitEnteredAir() & UnitLeftAir() never seem to trigger for me.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Discussion: HOW do I control unit bouce?

Post by PicassoCT »

smoth has a point though.. borked physics are funny, but still borked.
http://www.youtube.com/watch?v=MKISmzmO9Mw

Still i luved to see the artillery send those zombies flying...
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