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Most efficient way to make custom moving debris

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Aug 30, 2004
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I am making a river map, and I want foliage, barrels and other stuff to float down the river. I would like to do this in a way that doesn't use a lot of processing power because the map has a lot of repeating triggers. I also want to code it in a way that makes the blizzard movement system useless, for example, I want the debris slowly curve around a corner, rather than reach the end, turn 90 degrees, and then walk in the new direction.

I have a custom movement system for my boats, so I would like to use that for the debris. Here are my ideas so far:

1. I just make each debris a unit and put it into my custom movement system. The problem with this is that I'll have 60 or so units each being moved every .03 seconds after some calculations. I also have a far-looking camera in the game so processing power is limited.

2. I would like to use destructibles rather than units because making units takes more processing power, but I can't find a way to move a destructible. I would like a JASS command like: Custom script: call SetUnitX (udg_u, udg_x)... but I know JASS other than what people post here in custom scripts. Is there a "SetDestructibleX" command?

3. Make the debris out of items. I could try giving the items the locust ability too to see if that made them unselectable. I know items can be moved and require less processing power than units.

Well what do people think? Is 2 possible? Which would require the least processing?

Thanks everyone.
 
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