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hey i'm searchnig a parabola for a jump if have the x/y/z coordinates of the start and the end point
with the normal parabola function it doesn't land at the target point :/
here a pic:
"h" is the max height, "d" is the distance, "p" is the parabola counter, a real that increases by 10 for example.
You can also use "h" as "maxheight - udg_Zloc", where Zloc is the Z of the location and try things out.
Is that ground height a cliff or a hill? If that ground deformation is created by a raise tool, it requires ZLocation. If not, it requires something like this:
Custom script: set udg_height = (udg_maxheight / GetTerrainCliffLevel(GetLocationX(udg_loc), GetLocationY(udg_loc))
Not completely true.
LocationZ is buggy at cliffs since it calculates the wrong height. Either the upper one when its already on the lower side or the other way round. Never correctly.
About your jumping formula: Why don't you ease it up? Use vectors for a projectile, permanently add the gravitation (0/0/-9.81) and your missile will do the most natural movement (it works very well on my jumping spells). Go to wikipedia.org if you don't know vectors.
GetLocationZ should realy work, I've also used jumps over cliffs and had never faced problems. The only known one is that this value is asynchron, "local" terraindeformations would cause this to desync, however, only possible via shockwave.
Not completely true.
LocationZ is buggy at cliffs since it calculates the wrong height. Either the upper one when its already on the lower side or the other way round. Never correctly.
LocationZ is fine but flying units have some kind of smoothing which fucks it up
use units with ground pathing and storm crow form instead
edit:
I'll make a tutorial about parabola stuff
if you want to know something feel free to ask me
(I'll also add the parabola for different starting and end height)
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