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Max Unit Speed Amount

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Dr Super Good

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Sadly it requires you to use an edited world editor though.
No accessing the game play constants do not require a modified world editor. Almost any trigger system can be made without using a modified world editor as well just using JNGP for JASS triggers is recommended as it makes stuff easier to do.

The reason for the 522 speed limit is likely that any faster would result in units appearing to stand still for excessive periods as the path finding system was not designed to cope with such speeds (I am guessing the maximum look-ahead distance is around 522). Trigger systems that take units beyond this limit have to be careful to make sure the unit is actually moving (not just ordered to move) or they could push them the wrong way in the case of a movement stall (when too many units are ordered to move at once). Preferably a custom path finder system could be used but this in JASS will likely add too much overhead.

Personally I would try an avoid a movement speed of 522 unless absolutely necessary. Such speeds can make large maps seem smaller and also if it gets exceeded slowing debuffs might become ineffective.
 
No accessing the game play constants do not require a modified world editor. Almost any trigger system can be made without using a modified world editor as well just using JNGP for JASS triggers is recommended as it makes stuff easier to do.

The reason for the 522 speed limit is likely that any faster would result in units appearing to stand still for excessive periods as the path finding system was not designed to cope with such speeds. Trigger systems that take units beyond this limit have to be careful to make sure the unit is actually moving (not just ordered to move) or they could push them the wrong way. Preferably a custom path finder system could be used but this in JASS will likely add too much overhead.

Do I really have to quote everything? I know this. . .

Though thanks for the second half, a custom path finder system works up to 1200 before it breaks.
 

Dr Super Good

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Though thanks for the second half, a custom path finder system works up to 1200 before it breaks.
A custom path finder will work up to any speed as you can simply look ahead further or run it many times per step. Just it will be very performance intensive as path finding itself is performance intensive code (why it is staggered by the game engine) and not something you want to do in JASS.

SC2 does not have a limit with speed but moving at very high speeds (say >20 tiles which translates to equivalently >2560 WC3 movement speed) results in very erratic paths in complex terrain and an overall average unit speed well below what the unit is capable of (unless going straight such as in an open field). The fact the unit literally appears to warp around the map it moves so fast generally means such speeds are not desirable, even in WC3.
 

Dr Super Good

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In SC2, is a custom pathfinder desirable?
No since the in-built one is more than sufficient for every purpose. Very high movement speed units are not desirable in the first place as at 20+ speed they might as well teleport around the place visually (good luck tracking it visually). SC2 has absolutely no problem moving hundreds of units owned by the same play to a destination at >2.5 tiles per second (>522 wc3 movement speed). Performance is a concern however (most due to unit on unit collision physics).

At very high movement speeds you can still move 100s of units, just that the path taken starts to become in optimum and it struggles to let the unit actually move at the capable speed (mostly in complex terrain as turning and things starts to cause problems, in straight line I am sure it hits the speed). However such speeds would be in the several 1000 WC3 units and are not good ideas for gameplay.
 
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