Hi KE
Could this be a clash with the bounding spheres, does it look anything like the infamous spider archersOriginally Posted by KnightErrant
? I banged the side of the animation utilities and gave it a stern talking to but the convert text to cas option stubbornly remains grayed out.
Another way to tell is if they zig and zag while passing over a friendly unit, ie if the collision system is finding a path through a ground unit even though the other unit is above it.Originally Posted by KnightErrant
As always, will look forward to your documentation.Originally Posted by KnightErrant
Thoughts on 2d flying units - having the units as 2d takes care of one problem - what to do about mid air collisions and fighting, not realistic for two dragons to meet in mid air and immediately go to ground to fight. There is only one fight sequence available. Disadvantages, can not fly over an unfriendly unit, can not fly over city walls. Advantages - faster than normal mounts, useful on flanks or rear.
Suggestions - have all flying anims at a standard height, bit higher than an elephant so that air to ground and air to air combat will look realistic. Don't have the flying units land, just hover in 'idle', other wise when the mount goes into default it will land and wait while the riders duke it out, and then take off again, will also take care of any collision issues with large wings?
Just a few rambling thoughts.
Edit - @@@@KE - downloaded your latest utilities package but I got the following error when I tried to convert text to cas -
Edit2 - got it working, wouldn't convert text made by an earlier version
Just repeated the flying leap running experiment and yes the collision system is definitely 2d, flying creatures can't overfly enemy units, the collisions happen at ground level. Interesting what happens to the anims though, may play around with the bounding sphere and see what happens.
Cheers
GrumpyOldMan
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