- Joined
- Mar 26, 2009
- Messages
- 301
Hi,
I am making a skill similar to the Toss skill in Dota; caster picks a random unit in 300 range and launches to the target location. Although it seemed quite easy at the theoretical part, it sucked pretty good when i tried to simulate a natural looking flight animation.
What you see above is what i've tried first time: a lame lineer form of 1 second flight. (It is also a pattern of unit flight waypoints) -btw i sense that i also suck at speaking English -
Anyway, it looked pretty bad when tested so i wanted a make a parabolic flight like in the second graphic. But the thing is i can't figure out a formula (function) for a parabolic flight. I tried some things with integral on paper; but nothing good come out of it
I may simulate a parabol-like flight by manipulating movement rate but i guess there should be an easier way. I mostly like figuring out things on my own but i am really stuck this time
I hope someone will help me before my brain just melts down 
---LATER EDIT----
I mistakenly deleted my other post; here is the other problem with "lineer toss":
1-) When tossed unit lands, a dummy is created to cast thunder clap (via warstomp effect) to simulate the drop-damage but when dummy casts the spell, no effect can be seen; so i had to trigger a SFX. So how do i fix this mssing animation problem?
2-) Upon landing, tossed unit keeps sliding; this results a graphical glitch with landing effect and tossed unit not standing on the correct position when toss spell is complete. Appearantly i made some calculation mistakes with speed / distance and time but i can't find out where it is. (toss example is included in attachment)
I am making a skill similar to the Toss skill in Dota; caster picks a random unit in 300 range and launches to the target location. Although it seemed quite easy at the theoretical part, it sucked pretty good when i tried to simulate a natural looking flight animation.
What you see above is what i've tried first time: a lame lineer form of 1 second flight. (It is also a pattern of unit flight waypoints) -btw i sense that i also suck at speaking English -
Anyway, it looked pretty bad when tested so i wanted a make a parabolic flight like in the second graphic. But the thing is i can't figure out a formula (function) for a parabolic flight. I tried some things with integral on paper; but nothing good come out of it
I may simulate a parabol-like flight by manipulating movement rate but i guess there should be an easier way. I mostly like figuring out things on my own but i am really stuck this time
---LATER EDIT----
I mistakenly deleted my other post; here is the other problem with "lineer toss":
1-) When tossed unit lands, a dummy is created to cast thunder clap (via warstomp effect) to simulate the drop-damage but when dummy casts the spell, no effect can be seen; so i had to trigger a SFX. So how do i fix this mssing animation problem?
2-) Upon landing, tossed unit keeps sliding; this results a graphical glitch with landing effect and tossed unit not standing on the correct position when toss spell is complete. Appearantly i made some calculation mistakes with speed / distance and time but i can't find out where it is. (toss example is included in attachment)
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