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#1 |
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Join Date: Oct 2009
Posts: 1,678
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#2 |
Member
Join Date: Jan 2010
Location: Germany
Posts: 5,142
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You can pause/stun him... Effectively prevents him from turning...
But i guess that's not what you were looking for. Setting turnrate to 0 will make
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I might edit my p0sts frequently and rapidly after posting.
DotA code of the week:
Jass:
if loc_real01>650 then
else
call GroupAddUnit(group002,GetEnumUnit())
endif
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| Last edited by MauranKilom; 06-25-2012 at 08:25 PM. | |
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#3 |
Forum Staff
Join Date: Sep 2009
Location: Cleveland, OH
Posts: 5,796
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You can simply turn the unit back to its original facing angle every 0.1 seconds, as is done with Black Hole.
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#4 | |
Member
Join Date: Sep 2009
Location: Singapore
Posts: 675
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But will the unit be able to move by spam-clicking the move command?
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#5 |
Forum Staff
Join Date: Sep 2009
Location: Cleveland, OH
Posts: 5,796
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Yeah, he could move slightly diagonally, not just straight forward. However, if you reduce the interval to 0.01 seconds, this effect would be completely negligible. You can't turn very much in a hundredth of a second.
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#6 | |
Member
Join Date: Jul 2010
Posts: 64
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Quote:
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#7 |
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that's just in the object editor which uses a different way of showing turn rate and has a minimum of 0.10, whatever that means. in practice the unit turns slow but very clearly is still able to turn.
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#8 |
Member
Join Date: Jan 2010
Location: Germany
Posts: 5,142
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Oh man, messed that up with 0 movespeed... Sorry.
__________________
I might edit my p0sts frequently and rapidly after posting.
DotA code of the week:
Jass:
if loc_real01>650 then
else
call GroupAddUnit(group002,GetEnumUnit())
endif
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#9 |
Member
Join Date: Oct 2009
Posts: 1,678
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okay thx for comments.
What I was after is something along the lines of Eebster: only being able to face in one direction, therefore only being able to move or attack in that direction, such that you cant physically attack a unit that is not directly in front of you. Still possible?
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#10 |
Member
Join Date: Apr 2011
Posts: 2,943
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Edit: Useless information.
Someone would need to confirm what a units attack angle is, as I clearly don't know anymore.
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First hero idea. http://www.playdota.com/forums/51858...-begi-drifter/
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| Last edited by beetin; 06-26-2012 at 06:18 AM. | |
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#11 |
Member
Join Date: Jan 2010
Location: Germany
Posts: 5,142
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GUI-Action: Animation - Change Unit Turn Speed -> Set it to 0. Works perfectly.
Jass: call SetUnitTurnSpeedBJ( unit, 0.00 ) Have to test what influence this has on attacks. But the unit can only run in a straight line for now. I'll collect my findings below. Attacking is still possible in a limited angle. Don't know how it is determined though. Art - Propulsion Window has some interesting effects. If you set it to 90° then the unit will not do anything when ordered to go behind itself, but move forward when ordered to somewhere in front of it. Similarly, if it's 180° the unit will move forward no matter where you order it to go, which interacts in a funny way with the wc3 pathing (the engine doesn't consider stuff in front of you an obstacle because you should turn around first, thus you start moving. But since you don't turn around, you start moving through stuff in front of you).The turnspeed isn't exactly 0, but it's close. You'll need 2 minutes to turn 180° i believe. Also, reporting for move to Programming.
__________________
I might edit my p0sts frequently and rapidly after posting.
DotA code of the week:
Jass:
if loc_real01>650 then
else
call GroupAddUnit(group002,GetEnumUnit())
endif
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| Last edited by MauranKilom; 06-26-2012 at 11:22 AM. | |
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#12 | |
Member
Join Date: Sep 2009
Location: Singapore
Posts: 675
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Or you can just trigger everything. Inelegant programming though.
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#13 |
Forum Staff
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Reeeeeeeeeeports, eh, moved.
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#14 |
Member
Join Date: Jul 2010
Posts: 64
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If you have tested it you will know that propulsion window has nothing to do with attack angle and is another story.
From my tests a unit can attack a target if the angle between its facing and center of the target is less than ~11.756°. |
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#15 |
Member
Join Date: Jan 2010
Location: Germany
Posts: 5,142
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I found that information about Propulsion window in a quick search around the web. I then proceeded to test it and i removed it as soon as i realized that this information was wrong. Refer to my sig.
__________________
I might edit my p0sts frequently and rapidly after posting.
DotA code of the week:
Jass:
if loc_real01>650 then
else
call GroupAddUnit(group002,GetEnumUnit())
endif
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#16 |
Forum Staff
Join Date: Sep 2009
Location: Cleveland, OH
Posts: 5,796
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I can't find any mathematical justification for 11.756°. I wonder where it comes from.
Anyway, PropWin is clearly buggy, like so many fields.
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#17 | ||
Member
Join Date: Jul 2010
Posts: 64
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Quote:
. And its something like 11.755xxxxxxxx. But feel free to retest, there is too little test stuff goin on these days an my fingers still bleeding from hitting the test button in WE that often the last years ..Quote:
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