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Knockbacks, Jumps and Water

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First of all, I am not asking how knockbacks and jumps work. This thread is about the general problem of how movements shall treat the ingame water.

How do you solve this?

-like old GTA games: the unit which got pushed into water drowns instantly
-like mario kart: a ghost helps the unit to get back on land

I am open for any suggestion :)
 
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It's a good idea. I just thought about the dying aspect.
knockbackissue.jpg

If the paladin casts a knockback spell and the peon enters water, the peon dies.
 
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You would have to check if the Peon, at the end of the knockback distance would be on water, and make a parabola movement like the one in the picture while killing the unit, else, move straight forward towards. Nice touch btw
 
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haha I knew this would happen and it is my fault.

The map itself has a global knockback system.
It is not important how the unit will be pushed into the water (linear or in a curve). Althoug the triggering part is out of the question.

I am just unsure what shall happen if a unit gets pushed into water. Since only a few units have swimming animations it is hard to implement swimming isn't it?
 
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Just make it die, and then make his "ghost" (same model with some trasparency) to move back on the ground

I don't think the unit has to die one can easily set the transparency to 50% and let the unit hover back to the ground.

So I have a new example for this case.
There is a peon, a tauren and an enemy hero.
All of them get pushed by the ogre into the water.

beispielc.jpg
The peon as small and weak unit can drown.
But in case of a big tauren, knockback spells would be to strong.
I like the idea with the hovering ghost hero but I would prefer something different for big non-hero units.

hmm I think this thread fits better in the idea section. I ask a moderator to move this thread.
 
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Seems too "developed". I would hide the unit underwater, make a timer on the position where it was knocked out, and make it fall from the sky with some effects when reching the ground when the timer reaches 0.
 
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