Staredit Network > Forums > SC2 Assistance > Topic: [SOLVED] Air Obstructions
[SOLVED] Air Obstructions
Apr 29 2010, 9:16 pm
By: ImagoDeo  

Apr 29 2010, 9:16 pm ImagoDeo Post #1



Is it possible to create terrain that obstructs the passage of air units, or is that only possible for ground units? For example, could I create a stone arch that prevented air units from passing but which ground units could simply pass under?

SOLVED: See http://www.staredit.net/226682/

Post has been edited 1 time(s), last time on Jun 19 2010, 3:05 am by payne.



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Apr 29 2010, 10:12 pm UnholyUrine Post #2



Sorry to introduce more questions.. but your question has sparked more.

Is it possible to detect collision with the terrain. Like a condition that fires if my ground/air unit is Touching a wall.
Is there anyway to stop air units from going to higher/lower terrain?



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Apr 29 2010, 10:15 pm Leeroy_Jenkins Post #3



Quote from ImagoDeo
Is it possible to create terrain that obstructs the passage of air units, or is that only possible for ground units? For example, could I create a stone arch that prevented air units from passing but which ground units could simply pass under?
No. This could be done with sprites and triggers, but there is no such terrain.

To answer Unholy's question, you could have an air unit that constantly moves a ground unit underneath it from another location.
If the ground unit is moved under the air unit, just move it back to its off shore location.
If the ground unit can not be moved under the unit, then the air unit must be over un-walkable terrain!



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Apr 29 2010, 10:31 pm UnholyUrine Post #4



For SC2? really?



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Apr 29 2010, 11:39 pm ShredderIV Post #5



@ unholy, it could be done in SC1 lol.

also, it cold be done with triggers, but otherwise, detecting terrain levels is not something you can do AFAIK.



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Apr 29 2010, 11:46 pm Ahli Post #6

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

"no fly zones" in pathing layer?

It's just a guess ;D

anyway, maybe you can modify the movers...




Apr 30 2010, 4:56 am UnholyUrine Post #7



What I meant was this:

There're no better way to do this for Sc2? Really?



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Apr 30 2010, 6:32 am payne Post #8

:payne:

Guys, try to read yourself a second time when you post, really.



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Apr 30 2010, 5:32 pm LoveLess Post #9

Let me show you how to hump without making love.

Quote from Ahli
"no fly zones" in pathing layer?

It's just a guess ;D

anyway, maybe you can modify the movers...
No fly zones are the only way and it's really stupid that they cannot be created like regions can. Oh well, I use them and it works fine.




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May 6 2010, 6:05 pm UnholyUrine Post #10



What is this "No Fly Zone" you speaketh of?



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May 6 2010, 11:52 pm Doodle77 Post #11



Quote from UnholyUrine
What is this "No Fly Zone" you speaketh of?




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May 7 2010, 12:38 am Swampfox Post #12



Quote from Doodle77
Quote from UnholyUrine
What is this "No Fly Zone" you speaketh of?
"Picture Here"
Whoa! I never saw that! Hah!

Thanks for pointing that out doodle!



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Aug 16 2010, 7:53 am JACofNoIdea Post #13



Is there a way to tie this to a region? I only see the option for tying it to objects. If not, and I want to make an entire island a no-fly zone, will I have to put down a ton of them all around the island and just increase the radius (which seems to cap at 7.75)



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Aug 16 2010, 4:29 pm payne Post #14

:payne:

Quote from JACofNoIdea
Is there a way to tie this to a region? I only see the option for tying it to objects. If not, and I want to make an entire island a no-fly zone, will I have to put down a ton of them all around the island and just increase the radius (which seems to cap at 7.75)
Omg, didn't know we could enter their properties. I'll look into it a bit.

EDIT: Well, it doesn't seems like there's much you can do, imo. But still, I'm not that advanced in that kind of stuff. :S



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Aug 16 2010, 7:55 pm JACofNoIdea Post #15



Quote from payne
Omg, didn't know we could enter their properties. I'll look into it a bit.

EDIT: Well, it doesn't seems like there's much you can do, imo. But still, I'm not that advanced in that kind of stuff. :S

Yeah I just spammed them around the island lol. It only took about 20 -_-.



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Aug 17 2010, 9:38 am Undead-Fox Post #16



Quote from ShredderIV
@ unholy, it could be done in SC1 lol.

also, it cold be done with triggers, but otherwise, detecting terrain levels is not something you can do AFAIK.

I know the topic question is answered, but:

You could so detect terrain levels... When you double click on a location, what did you think the checkboxes for Apply Location to: Low Elevation, Mid Elevation, High Eleveation, Low Air, Mid Air, High Air, were for..?



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Aug 17 2010, 6:13 pm payne Post #17

:payne:

Quote from Undead-Fox
Quote from ShredderIV
@ unholy, it could be done in SC1 lol.

also, it cold be done with triggers, but otherwise, detecting terrain levels is not something you can do AFAIK.

I know the topic question is answered, but:

You could so detect terrain levels... When you double click on a location, what did you think the checkboxes for Apply Location to: Low Elevation, Mid Elevation, High Eleveation, Low Air, Mid Air, High Air, were for..?
He said it was possible in SCMDraft, but not with SC2 Triggers, I believe. ;o



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