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Moving while shooting

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Level 21
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Mar 27, 2012
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I'm planning to make a system, where a player can move and attack at the same time. This system would also apply to melee units, although ranged ones benefit more.

Intended interface:
Right-click on enemy - attack
Right-click on ally - follow
Right-click on ground - move

The classical attack,move,patrol buttons will also remain and be able to do what they used to do.

Features:
Units move slower while attacking, to prevent ranged units from being too good at kiting.

Problems:
*Most models don't have an attack + move animation. If someone is willing to make them, then that would be incredibly awesomesauce.
Azeroth Grand Prix models can be used for reference on what attack + move animation means.
 
I tried to make something similar for a project of mine before, but I failed.
I made a crossbowman with some skills, but these are important ones:
Shoot - shoots an arrow in target direction
Aim - moves slower, improves accuracy and allows shooting and moving at the same time

While aim was on, I made Shoot without cooldown, and activate trigger for it on Unit Begins Casting an Ability.
I also made a looping trigger to remember his orders every 0.05 seconds, so after you cast Shoot, I could re-order unit to do whatever it was doing before.
For some reason, it didn't work :(
 
Level 21
Joined
Mar 27, 2012
Messages
3,232
I tried to make something similar for a project of mine before, but I failed.
I made a crossbowman with some skills, but these are important ones:
Shoot - shoots an arrow in target direction
Aim - moves slower, improves accuracy and allows shooting and moving at the same time

While aim was on, I made Shoot without cooldown, and activate trigger for it on Unit Begins Casting an Ability.
I also made a looping trigger to remember his orders every 0.05 seconds, so after you cast Shoot, I could re-order unit to do whatever it was doing before.
For some reason, it didn't work :(

Well, I intend to simply trigger the movement. There would be a set of commands/events that do cancel movement and a set that does not.
I see 2 losses:
1. Animation - most units don't have walk attack animation.
2. Intelligent routing - it is not possible to just click the other side of the map and let the unit avoid obstacles. However, I only intend to use attack + move when in an actual fight and use the ordinary system at other times, so this is not a problem.

EDIT: Note that I already have AI that attacks while moving - ranged units back down when enemies approach them, while still casting spells and shooting.
 
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