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My Jumpers are problematic

Posted: Fri Jan 01, 2010 12:40 am
by manstie
Hello 3ICE,

I come to you to ask for your assistance in a problem I am encountering.
I'm not sure what it is, but my jumpers are sick :cry:.
Whenever I jump from this jumper:
Image
In single player, it jumps perfectly fine...
When testing with others, It jumps probably half the height.

My assumptions of what it could be:
My jumper isn't MUI?
The hill is somehow affecting the jump?
Vexorian's map optimizer somehow screwes it up?

Heres my jumper:

Code: Select all

function Trig_Jumper_Conditions takes nothing returns boolean
    if(not(IsUnitInGroup(GetTriggerUnit(),udg_H) == true))then
        return false
    endif
    return true
endfunction

function Trig_Jumper_Actions takes nothing returns nothing
    local unit u=GetTriggerUnit()
    local real x=GetUnitX(u)
    local real y=GetUnitY(u)
    if(GetUnitFlyHeight(u)<1)then
        set udg_LastTerrain[GetPlayerId(GetOwningPlayer(GetTriggerUnit()))+1] = GetTerrainType(x,y) 
        call SetUnitFlyHeight( GetTriggerUnit(), 500.00, 500.00 )
        call TriggerSleepAction( 0.05 )
        call SetUnitFlyHeight( GetTriggerUnit(), 500.00, 400.00 )
        call TriggerSleepAction( 0.05 )
        call SetUnitFlyHeight( GetTriggerUnit(), 500.00, 300.00 )
        call TriggerSleepAction( 0.05 )
        call SetUnitFlyHeight( GetTriggerUnit(), 500.00, 200.00 )
        call TriggerSleepAction( 0.05 )
        call SetUnitFlyHeight( GetTriggerUnit(), 500.00, 100.00 )
        call TriggerSleepAction( 0.05 )
        call SetUnitFlyHeight( GetTriggerUnit(), 2.00, 100.00 )
        call TriggerSleepAction( 0.05 )
        call SetUnitFlyHeight( GetTriggerUnit(), 2.00, 200.00 )
        call TriggerSleepAction( 0.05 )
        call SetUnitFlyHeight( GetTriggerUnit(), 2.00, 300.00 )
        call TriggerSleepAction( 0.05 )
        call SetUnitFlyHeight( GetTriggerUnit(), 2.00, 400.00 )
        call TriggerSleepAction( 0.05 )
        call SetUnitFlyHeight( GetTriggerUnit(), 2.00, 500.00 )
        call TriggerSleepAction( 0.05 )
        call SetUnitFlyHeight( GetTriggerUnit(), 0, 500.00 )
    endif
endfunction

function InitTrig_Jumper takes nothing returns nothing
    set gg_trg_Jumper = CreateTrigger(  )
    call TriggerAddCondition( gg_trg_Jumper, Condition( function Trig_Jumper_Conditions ) )
    call TriggerAddAction( gg_trg_Jumper, function Trig_Jumper_Actions )
endfunction
By the way:
Image

Re: My Jumpers are problematic

Posted: Fri Jan 01, 2010 1:54 am
by 3ICE
Just a guess, but maybe the problem is the product of too many short sleeps after each other and the lag /delay /latency of Battle.net.
Try using SetUnitFlyHeight() only two times, gives you a nicer arch too.

Re: My Jumpers are problematic

Posted: Fri Jan 01, 2010 2:08 am
by manstie
But that means it wont have a realistic fly up / down... I tried to improove on just 1 then 2, because I saw yours and it looked horrible...

Re: My Jumpers are problematic

Posted: Fri Jan 01, 2010 3:39 am
by 3ICE
But then you will be stuck with the bug in your map...

Re: My Jumpers are problematic

Posted: Fri Jan 01, 2010 3:40 am
by manstie
Fine, I'll do it half-half.

Re: My Jumpers are problematic

Posted: Fri Jan 01, 2010 3:42 am
by 3ICE
Excellent. Problem solved :)

Re: My Jumpers are problematic

Posted: Sat Jan 02, 2010 1:19 am
by manstie
3ICE wrote:Excellent. Problem solved :)
Hopefully... Still havent tried it on battle.net yet.

Re: My Jumpers are problematic

Posted: Sat Jan 02, 2010 7:11 am
by samtre
i was wondering, if you could use flying heights on ground units.... for some skill effects

Re: My Jumpers are problematic

Posted: Sat Jan 02, 2010 7:17 am
by 3ICE
Wtf?

Re: My Jumpers are problematic

Posted: Sat Mar 19, 2011 2:36 pm
by Thurst4blood
WHY use that many flying height changes!?!?!

use the attachment provided for better results.

any errors? reply back to me