• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Face direction

Status
Not open for further replies.
Level 16
Joined
Dec 15, 2011
Messages
1,423
Actually, there is no way to set instant facing. A possible workaround used by dummy recycler systems here is storing dummies with different facing angles and when the system needs a new dummy for a particular angle, it will find a dummy with a current facing angle closest to the required value and adjust it accordingly. Thus you will have an (almost) instant facing.

There is also a SetUnitLookAt way but I am not really sure about the way it works.
 
Level 8
Joined
May 9, 2010
Messages
266
Actually, there is no way to set instant facing. A possible workaround used by dummy recycler systems here is storing dummies with different facing angles and when the system needs a new dummy for a particular angle, it will find a dummy with a current facing angle closest to the required value and adjust it accordingly. Thus you will have an (almost) instant facing.

There is also a SetUnitLookAt way but I am not really sure about the way it works.

hmm.. I`ll try this function. But can I also replace unit with required facing without recyclers?
Btw I want to make wall-bouncing units :D
 
Level 16
Joined
Dec 15, 2011
Messages
1,423
hmm.. I`ll try this function. But can I also replace unit with required facing without recyclers?
Btw I want to make wall-bouncing units :D

You can't do so I am afraid. As said there is still this SetUnitLookAt method and you can experiment with this a bit and see if you can yield any notable results.

Off-topic: 1111th post :D Time to take a screenshot :>
 
You can use replace unit. That is a pretty nice method if you don't want to use systems.

However, you just have to be careful about things that are saved--items, stat mods, anything that is saved under their hashtable ID, etc.. Also note that there are some floating rumors about units and memory being left over ([sarcasm]shh don't tell anyone but you might have issues after 100,000 units were created and removed[/sarcasm]).

Creating units is also a pretty expensive operation, but since you are only doing it when they bounce on the walls, it shouldn't be that bad.

tl;dr if you can make it work with replacing units--then try it. It is a clean option visual wise, especially if you are dealing with actual units. If you are using dummies or effects that are bouncing, then you should resort to a dummy system for sure.
 
Level 8
Joined
May 9, 2010
Messages
266
You can't do so I am afraid. As said there is still this SetUnitLookAt method and you can experiment with this a bit and see if you can yield any notable results.

Off-topic: 1111th post :D Time to take a screenshot :>

congratulations :D
(trying to use function)
edit: could you tell me what arguments needs this function?:D
You can use replace unit. That is a pretty nice method if you don't want to use systems.

However, you just have to be careful about things that are saved--items, stat mods, anything that is saved under their hashtable ID, etc.. Also note that there are some floating rumors about units and memory being left over ([sarcasm]shh don't tell anyone but you might have issues after 100,000 units were created and removed[/sarcasm]).

Creating units is also a pretty expensive operation, but since you are only doing it when they bounce on the walls, it shouldn't be that bad.

tl;dr if you can make it work with replacing units--then try it. It is a clean option visual wise, especially if you are dealing with actual units. If you are using dummies or effects that are bouncing, then you should resort to a dummy system for sure.

My system made in hash-tables. And okey, I will be carefull with that. I have not expirience enough=)
 

Attachments

  • func.jpg
    func.jpg
    267.1 KB · Views: 88
Status
Not open for further replies.
Top