Now it isn't too easy getting them to fly where you WANT them to. There are also interesting tricks you can do WHILE they are flying.
Here's some stuff I found so far:
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- Even if the unit and cause of the "Flight" is in the same position, the unit may sometimes fly farther or land closer.
- If killed in mid-air, the unit will drop to the ground in its death animation. This could create the illusion of someone falling and "smashing" into the ground. To kill the unit in mid-air, you can use Distance to Point/Unit with a low radius. Then you can kill the unit in mid-air when it gets close enough to the area. Depending on the radius, you CAN use Units in Area but as always, Units in Area reacts rather slow and the unit may fly past the area before being detected. As seen in Mythic Cops, I made Jacobble land on the ground and also added in blood, dust, and the sound file "fleshcrush2.wav" to make it seem like he went "Splat!" on the ground.
- When having a unit fly off cliff terrain or other obstruction, use the Heka to knock the unit away. The - When using a Heka, the unit will land rarely land on cliff terrain or obstruction - unless there is no open space for a very long distance. Use this to your advantage. - The Meteor and Shockwave God Power does NOT always knock away units. [This message has been edited by pftq (edited 02-14-2005 @ 01:23 AM).]
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Meteor/SPC Meteor God Power
Volcano God Power
Shockwave God Power
Heka Gigantes
Anyone find anything else or have questions, just post.
AOE3 Maps: Fort Wars, Castle Blood, AOE3Racer, Cannon Fodder, No Rush Maps, Observer Maps
More AoM/E3 Stuff: Fort Wars Ladder, Castle Blood Ladder, Advanced Triggers Set
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