Teleport Spell
Dec 13 2008, 8:20 am
By: Norm  

Dec 13 2008, 8:20 am Norm Post #1



Hi, for an upcoming map of mine there will be a spell in which a scourge is created for the current player. The player can move the scourge for x amount of time after that time the player will teleport to wherever they moved the scourge. Now, i can't test something right now, but what would happen if the scourge was- over water? or on top of a building? anywhere that a unit normally couldn't walk on. would they just go to the nearest shore of the water? next to the building? if anyone has experimented with this i would like to know in order to save me some time.

I don't want to have to use a different method, but if anyone knows good triggers for a personal teleport with limited range i would like to hear it.



None.

Dec 13 2008, 8:34 am Ahli Post #2

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

if the terrain under the scourge is walkable, your hero will be teleported there. if units/buildings block that position, he will be moved near that position. if there are to many units around that he cannot be moved near that position, he won't be teleported.
if the terrain under the scourge is not walkable, the hero won't be moved there.




Dec 13 2008, 3:56 pm Conspiracy Post #3



Or you can check, by moving a unit underneath the scourge. Like say, a sieged siege tank. When you fire the trigger to move it, then you detect if it is under the scourge. If its not, its an unwalkable place.



None.

Dec 14 2008, 4:22 am Vi3t-X Post #4



Quote from Norm
I don't want to have to use a different method, but if anyone knows good triggers for a personal teleport with limited range i would like to hear it.

In my opinion, the best "limited" teleport would be a caster system. Best used when the character is a Defiler, but can also work with a floating Corsair.


Always Center Location HERO on [Terran Marine]. (Relative to unit size)
Always Center Location WARP1 on [Terran Marine]. (This should be a relatively large location)
Always Center Location WARP1x

Player 1 casts TELEPORT,
Create exactly one [Corsair] for player 1 at location HERO.

---> Disruption web teleport

Player 12 brings at least one Disruption Web to location WARP1, Player 1 commands at least one [Terran Marine] at location WARP1.
Move all [Terran Marine] at location HERO to location WARP1x.
Preserve


Player 1 commands at most 0 [Corsair] at location HERO,
Move all Corsair owned by Player 1 to location HERO,
Display Text: You must teleport within range.
Preserve



And then there's more... but this should be sufficient.



None.

Dec 16 2008, 2:08 am StrikerX22 Post #5



A similar teleport is used in Great Wizards. You may want to check that out.



None.

Dec 16 2008, 4:47 pm Biophysicist Post #6



You can also use a Mutalisk and tell the player to press the one of the morph buttons when they want to teleport. This way, they aren't stuck waiting for a few seconds to teleport, and don't get screwed up if they click the wrong place. You can also test if the Mutalisk is over somewhere where the player can teleport to (Constantly move a burrowed Zergling or something under the mutalisk and check if it moved) and remove the player's Greater Spire if it's in an invalid teleport location. You should remove the muta (and maybe refund the cost) if the player doesn't morph the mutalisk in a few seconds.

Basically, doing this gives the player a bit more control of their teleporting and lets you block invalid teleports.



None.

Dec 16 2008, 6:29 pm Norm Post #7



Wow, that is a very nice idea. I may use it instead of what i'm currently trying to do, thank you.



None.

Dec 16 2008, 8:24 pm payne Post #8

:payne:

It can also help to use the right action trigger:
Using 'remove' and 'create' isn't very good because it might get you more frequently errors.
Using 'move' is much better because if the terrain under isn't walkable, it'll set the unit to the nearest walkable spot. Now, it's all about to know how far SC can go get a "near walkable terrain" piece :O



None.

Dec 16 2008, 8:33 pm Biophysicist Post #9



Also, Create spams you with error messages, which gets annoying because you can't use the chat function and because it makes an annoying noise. So use Move for the win.

Do you want me to make an example map of my Mutalisky thing?

Post has been edited 1 time(s), last time on Dec 16 2008, 8:34 pm by TassadarZeratul. Reason: Since when is Mutalisky a word?



None.

Dec 16 2008, 11:48 pm Norm Post #10



Of course I am using move :-_-: An example map wont be necessary either, I sorta know how to do what you said.



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