Making use of flying movement

I made this as an example for someone on discord, the long awaited trick to making flying movement useable for everything... In my opinion best used on a physics engine to walk up/down or over cliffs. Also speeds up projectile creation if you are using dummies as flying units spawn faster then ground b/c less pathing checks.

It has to do with quite a few fields and then using code to set the height to the same as land movement which I shall explain in detail.
Object Editor Per Unit-type Wanted;
First you need to set "Art 0 Elevation - Sample Radius" to 0 b/c this is what gives flying units that bounce over terrain.
Next is setting the heights in Movement to -1
Triggers;
Then in a trigger or some form of code to set their height to 777(any not 0 or negative works) then 0 on any spawned in of these types

Object Editor again;
There are more tricks to flying too like unique bounce away collision flyers do, you can get them to have different values so you can make melee have their own then ranged for more units to move at the same time without all bouncing away like you see in any flyer, a flaw is their collision is a bit different... Maybe more realistic in a way if your map is automated fighting like blood tournament, super handy for these maps like that or legion td. Only flaw and bonus is it only works on a players own units and only when they are stopped otherwise without help they'll clump together, could look nice for a zombie tide in those zombie maps or repair tide for eras to improve worker speed, collision and pathing changes are something to note need some imagination if you weren't aware.
Why I say this proves useful is because flying units are allowed a much higher limit then land units are given, CanFight's zombie map showcased this pretty well for moving a massive amount of zombies without needing lua's sfx trickery but it lacks something to slow the zombies down so they can pile up on you and they don't bounce away when they should.

These would be Movement - Group Separation fields
First is false/true aka on/off
Second is unique group number
Third is distance pushed away in ranges of 0 to 4
Fourth I actually have no idea on and instead I set it to the same as Second aka unique group number. Though it likely is what sorts which to bounce into the edges? Has some neat flaws depending on what you add into play, like your heroes bouncing around your entire army or watching masses collide in fighting then possibly bounce into your ranged if not positioned right.

If asked or maybe later I'll upload the other two examples showcasing moving many units at once and bounce away.
 

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