Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: no movement for floatin terran buildings
no movement for floatin terran buildings
Aug 4 2009, 6:03 pm
By: okeee  

Aug 4 2009, 6:03 pm okeee Post #1



I want a player to be unable to move or land any floating terran buildings that the player owns, when a condition is met. When the condition is not met, the player should move or land the buildings again, as would normally happen. The buildings may not be given to another player.



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Aug 4 2009, 6:11 pm Jesusfreak Post #2



Well, if none of the buildings are to be landed, you can have a location for ground only (uncheck all the boxes for air on the location properties), and detect when a building is at that location, then center a location on the building, delete the building, and recreate it lifted (create with properties). Other than that, I dunno, sorry D=.
And when the condition is not met, just disable the deletion and recreation triggers.

EDIT: Oh, you want them to be immoble too. For that, I think you'd have to have a location over each one, constantly ordering it to move to that location... could be a problem if there's a lot of buildings.



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Aug 4 2009, 6:26 pm Biophysicist Post #3



Does calling Move Units on a building clear it's orders? If not, you can constantly Move Units all Terran buildings to an illegal location (eg. one which has all of it's coordinates set to a negative number) when the condition is met.



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Aug 4 2009, 6:27 pm okeee Post #4



yes i think it's a problem when there are more of the same type of building as well.



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Aug 4 2009, 6:32 pm JaFF Post #5



Moving them all to a location they cannot be moved to might be your best bet then. Note that it will make them invulnerable to all non-splash attacks.

Tell us more about the situation though. There might be other solutions, such as marking the buildings with burrowed ground units, using a location grid or a complicated mobile grid system.



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Aug 4 2009, 7:22 pm okeee Post #6



What location would be uable to move to? Since theyre floating, they can go to any location?

The buildings should be immobile in a specific area, but anywhere in that area. But when a condition is not met, the buildings should be able move and float in this area as well. Outside this area, the buildings should normally mobile. There could be more of the same type of building.



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Aug 4 2009, 7:43 pm Biophysicist Post #7



Quote
What location would be uable to move to? Since theyre floating, they can go to any location?
Create a location. Go into SCMDraft's location editor and set all the coordinates to -1. Then, the building can't be Moved to that location.



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Aug 4 2009, 8:07 pm okeee Post #8



Ok does this prevent the building from moving as well as landing? And does it work with units as well? I'm not able to test it myself.



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Aug 4 2009, 8:07 pm Falkoner Post #9



They also can't move on top of other air units, however, placing a location outside the map creates less lag than moving it to where other units are blocking it, since SC doesn't try to find a spot for it.



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Aug 4 2009, 8:30 pm Biophysicist Post #10



Quote
Ok does this prevent the building from moving as well as landing?
It should prevent both.

Quote
And does it work with units as well?
Yes.



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Sep 30 2009, 4:04 pm okeee Post #11



I tried the illegal location, all coordinates: -1, but it didnt work. Using, order: move building, the building moves to the left corner (upper). I also noticed that the location is removed from the locations tab, which means that if the illegal location was location 3, when a new location is made it is named location 3. But the location is still used in the triggers.



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Sep 30 2009, 4:22 pm Kaias Post #12



Quote from okeee
I tried the illegal location, all coordinates: -1, but it didnt work. Using, order: move building, the building moves to the left corner (upper). I also noticed that the location is removed from the locations tab, which means that if the illegal location was location 3, when a new location is made it is named location 3. But the location is still used in the triggers.
First, make the coordinates farther beyond the border than that. Second, make it too positive, rather than negative, as some versions of Scmdraft automatically pull the coordinates back in if they are negative.

It seems everyone in this thread is forgetting that buildings given the 'Land' command will ignore any order or move trigger action. The only way to stop it is to give the buildings to a different player and order/move it back. Second, they seem to not realize that buildings do not have any acceleration, or at least very minimal acceleration, and because of this buildings can still gain on the constant moving to an implacable position, if only small distances at a time.



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Sep 30 2009, 7:17 pm rockz Post #13

ᴄʜᴇᴇsᴇ ɪᴛ!

You have to use the "move" command, not the "order" command.

If you have limited and known numbers of buildings, you can use inverted locations to keep them in that location area. This will solve the problem with buildings moving slightly.

The best way would be to just give the unit away to another player.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Sep 30 2009, 7:57 pm KooKsTeR Post #14



Just so you know there is no way of stopping a building from moving while its in the land command using a move trigger.

The easiest way to do what you want is to give it to another player say player 12 neutral then give it back then move it. By doing this you interupt the land command so you can move it. If you dont give it the only other way is to remove the unit entirely and then make a new one.

Now you might have problems with this system if you have another building right next to it/on top of it so you might consider using the move order instead.

Post has been edited 5 time(s), last time on Sep 30 2009, 8:23 pm by KooKsTeR.



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