Blocking Areas
Feb 23 2008, 1:34 pm
By: Oh_Man  

Feb 23 2008, 1:34 pm Oh_Man Post #1

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ok I have a painfully simple question for you all:

i want to block off a certain area, like a gap in between two mountains i want to block it off how would I do this using least amount of locations possible? And I would prefer not to use gates, actually I was thinking more along the lines of creating those doodads the ones that look like weird ass rock things. but i culdnt figer out a way to do this with only one location




Feb 23 2008, 1:44 pm Trigger Post #2



Now wait... you want to have the mountains there with a gap, but dont want the players to pass?

If so you could always have a neutral player and use the old fashion DT way. Make them invicible thou. Takes no locations only a few DTs.

My answer is probably silly.



None.

Feb 23 2008, 1:59 pm Oh_Man Post #3

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nah the players pass through it originally, but then it closes behind them. and no dts would just block the player but from the players point of view it look like they should be passing.

i want it to be visually blocked as well as physically.




Feb 23 2008, 4:49 pm Impeached Post #4



Use a door? All you need is to use the AI script for opening the door at the location, then closing it when wanted.



None.

Feb 23 2008, 7:08 pm NudeRaider Post #5

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

-.- he stated he DIDN'T want gates.

2 things come in my mind:
- Place a building that blocks the way

- or use a combo of triggers setting the players back to a nearby location when they enter the location blocking the exit and death animations. Dying Zerg for a wall of lava or blood, dying terrans for a wall of fire, dying protoss for a wall of ice or energy.




Feb 24 2008, 12:29 am Falkoner Post #6



If you've played Rush, a good effect like this is made when you get through the cave level, I would just use a mobile grid to create DTs to block them, then for looks make a massive amount of those rock sprites.



None.

Feb 24 2008, 2:35 am Vi3t-X Post #7



Ah the mobile grid... ACtually, whatever happened to RUSH? TT said he was gonna make a pt 2 to it...

Anyways, the mobile grid is a good idea. If you want an area sealed off permaneatly, I suppose you could have a few burrowed zerglings, center locations around them and have explosions or something.
OR

Preplace a series of DTs
Center an odd number around the dt (1x1, 3x3, etc..)
When heros approach, zerg units unburrow [moving the DT(s)]
Heros kill em, DTs move back to location, thus forming a wall.

Other then that... ask Tux



None.

Feb 26 2008, 12:31 pm Oh_Man Post #8

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yes the effect with the rock doodads was a perfect example of both a visual and physical block. actually what i had in mind wen i asked the qustion

how would i go about doing this? plz be detailed lol i have no idea wat a mobile grid is...




Feb 26 2008, 1:48 pm Falkoner Post #9



It's not really a mobile grid, all you do, is have a bunch of burrowed units, in the spots where you want the DT's to be, then you center a location on one, create a DT, remove it, then do it again, until all the DT's are gone, then you only use one location to place as many DTs as you need.



None.

Feb 27 2008, 2:46 am who Post #10



you mean center on the burrowed unit, create a dt, remove then burrowed unit, and repeat until all the burrowed units are gone, right?



None.

Feb 27 2008, 3:09 am Falkoner Post #11



Yeah.



None.

Feb 28 2008, 10:51 am Oh_Man Post #12

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so simple yet so complex! thanks :P




Feb 28 2008, 11:00 pm Vi3t-X Post #13



And thats the end of that chapter Homer Simpson



None.

Feb 29 2008, 5:52 am Vrael Post #14



You could have your conditions, then order the players units "move" at that location in conjunction with hyper triggers. As long as you have another stationary location somewhere in the direction you want them to go it should work fine.



None.

Feb 29 2008, 10:48 am NudeRaider Post #15

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Vrael
You could have your conditions, then order the players units "move" at that location in conjunction with hyper triggers. As long as you have another stationary location somewhere in the direction you want them to go it should work fine.
That's what I said. But you missed a solution for a visible block.




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[07:47 pm]
Ultraviolet -- Yeah, I suppose there's something to that
[2024-5-06. : 5:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[2024-5-06. : 5:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[2024-5-06. : 5:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[2024-5-06. : 3:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[2024-5-06. : 12:51 am]
Oh_Man -- definitely EUD
[2024-5-05. : 9:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[2024-5-05. : 9:35 pm]
Vrael -- that is insane
[2024-5-05. : 9:35 pm]
Vrael -- damn is that all EUD effects?
[2024-5-04. : 10:53 pm]
Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
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