I'm attempting to create an anti-lift that will be able to destroy the lifted building and create a landed building at the original location.
The naive method of using a 3x4 location and an air-only location obviously does not work, as the lifted building will be slightly to the north of the original location. See my test map for more info. (Pick terran at start and lift something)
Does anyone know of a method of anti-lift that preserves the original building and does not require slaving one location to every preplaced building?
Attachments:
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Location 1 - Air only, covers all needed space (Might be entire map in your case)
Location 2 - 3x4 Ground
Location 3 - 3x4 Air only
Condition -
Player 1 brings Command Center to Location 1.
Actions -
Move location 3 to Command Center at Location 1.
Remove Command Center at Location 1.
Create 9 Devourers at Location 3.
Remove 3 Devourers at Location 1.
Move location 2 to Devourer at Location 1.
Create Command Center at Location 2.
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Location 1 - Air only, covers all needed space (Might be entire map in your case)
Location 2 - 3x4 Ground
Location 3 - 3x4 Air only
Condition -
Player 1 brings Command Center to Location 1.
Actions -
Move location 3 to Command Center at Location 1.
Remove Command Center at Location 1.
Create 9 Devourers at Location 3.
Remove 3 Devourers at Location 1.
Move location 2 to Devourer at Location 1.
Create Command Center at Location 2.
Thanks, but that's already what I am doing (minus the mobile grid adjustment part). Again, it doesn't work, since the number of pixels moved by the lifted building is random. I can use a wait() to ensure that the building is fully lifted before trigger executes and I can move it a specified number of pixels, but it creates undesirable wait blocks.
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I order you to forgive yourself!
Could it work if you center the location only if the building is
not lifted?
Could it work if you center the location only if the building is not lifted?
How would I know if the building is lifted before it even becomes lifted?
Well, your method would require 1 location per building.
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I order you to forgive yourself!
You can use burrowed units.
Step 1: Center a location on a building that is not lifted.
Step 2: Create a unit elsewhere and move it to your location.
Step 3: If the building is lifted, center a location on it.
Step 4: Center the location on the burrowed unit at your location.
Step 5: Remove the burrowed unit create a new building.
Step 6: Loop the process.
[14:21] <yanw> it will require a little bit extra, but it's worth it as a global mechanism
[14:21] <yanw> Put a burrowed unit above every liftable building, the proper placement you will have to figure for yourself
[14:21] <yanw> so that if it goes up, when you move the location onto the building the location will be in range of the unit
PROBLEM SOLVED, YOU'RE WELCOME. i only posted this cause i wanted credit for helping you.
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Are the buildings in pre-placed static spots on the map?
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NudeRaider claims that I can move a burrowed unit under a building with a trigger, but it does not seem to work. Even if it does, that implementation also gets unit unplaceable errors on map launch for certain zerglings and requires triggers to cycle through every building to place burrowed units.
A workaround with observers has been proposed and works cleanly. See
this test map for implementation.
It requires 3 locations to work. One problem:
-The observer on top of the barracks/infested command center is 1-matrix to the left of where it is supposed to me (editor position and in-game position do not match up), and there are no other air units in the area. What could be causing this?
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I order you to forgive yourself!
It can happen that your observers move if they are pushed by other air units.
It can happen that your observers move if they are pushed by other air units.
and there are no other air units in the area.
It moves exactly 1 matrix. A workaround is putting it 1 matrix to the right to start with, but I'm confused as to what could actually trigger the displacement.
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I order you to forgive yourself!
It moves exactly 1 matrix. A workaround is putting it 1 matrix to the right to start with, but I'm confused as to what could actually trigger the displacement.
Are you using computer owned units 1 - 8 or player 9 - 11 units?
It moves exactly 1 matrix. A workaround is putting it 1 matrix to the right to start with, but I'm confused as to what could actually trigger the displacement.
Are you using computer owned units 1 - 8 or player 9 - 11 units?
See my test map. It is a p9 observer.
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Enh... I just stack 2 buildings of anything that is able to lift off, use 1 air location to kill any buildings that enter it, and they usually get the picture when they liftoff and the shit blows up; they dont try again. Its lazier but it works fine.
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