I d like to make a location that not any airships can enter. So that area should be as a mountain is to ground units, they can't go through the mountain. Airships should be blocked in such a way. How do you do this ?(staredit)
Post has been edited 1 time(s), last time on Mar 20 2008, 10:01 am by okeee.
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Here's a tutorial you might want to read:
Elevation LocationsBasically want you want to do is create a location over the no-fly zone. Select the locations and go to properties, uncheck all boxes except one you need, probably the "High Air" one. Now whenever an unit is detected in that location kill/remove it or move it to a location of your choice.
Terrain has 3 different heights. Some tilesets only have low and mid hight, others also have high hight.
Here's a list of how those locations work:
- Low Ground: Ground units on lowered terrain (like Dirt in all tilesets)
- Mid Ground: Ground units on mid higth terrain (High Dirt, High Grass, Plating, etc)
- High Ground: Grounds units on high terrain (High Basillica, High Platform, High Outpost)
Same goes for air units.
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Well, he can just place it over the area he doesn't want air, and uncheck all the ground ones, and then it just targets air units, but the way you said is a bit more precise. And here's the tutorial on what terrain is what height, if you want:
Terrain Elevation
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there are no ways to physically block an air unit with terrain, triggers described by the posts above are about as close as it comes, units will still see over the cliff as usual.
None.
But if i just want one type of airship not able to enter a location,
do still need to check any "air" checkboxes? Can't I just set:
move ship x from location 1, to location 2.
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But if i just want one type of airship not able to enter a location,
do still need to check any "air" checkboxes? Can't I just set:
move ship x from location 1, to location 2.
Yes, that is how you would do it.
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Then something else i would like to try..for example, blocking only dropships that carry a specific unit x. So all dropships should be able to enter the location, except if they're carrying unit x. Is this possible?
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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
I'm not sure, but IF it's possible to detect units in transports then by checking for "exactly <# of units> at <air location>".
You should go and just try it.
ah yes..
But any amount of dropship should be able to enter, as long as they do not carry unit x.
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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
Maybe you don't even need exactly. At least could work too. As I said: TRY IT
It wouldn't be
that hard, center a location on the unit inside the air only location, and it immediately centers it on the unit inside the dropship, even if there are units of the same kind on the ground.
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Can't you detect certain dropships that are carrying certain units By using EUDS???
Also, if the dropships are carrying different units, for example : one is carrying a marine while the other is carrying a firebat, move the location to "Firebats controlled by player" and it will center on the dropship.
This wont work well if theyre carrying the same units
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HAVING AIR UNITS ONLY FLY TO WHERE GROUND UNITS CAN BE
Have a unit (i use a Civillian) in the top right hand corner (or somewhere far away from anything else)
now, what you do, is you have the civillian check to see if the Air unit is over walkable ground.
OK, now here are some triggers. Here are what the locations are
"AIR UNIT" ---- Finds the air unit, so its Constantly being Centered on any air.
"Past Location" ---- A Location that is centered Upon the player's Air unit every 1000 miliseconds.
"Far away Place" ---- Where the civ starts
Player with the Air unit
Always
Move 1 Civillian for Player 12 at "far away place" to "AIR UNIT"
Set Switch 1
Commentzor?
Preserve Trigger
Now to see if the Air unit is on walkable terrain
Switch 1 is Set
Player 12 Brings at most 0 Terrain Civillian to "Air Unit"
Clear Switch 1
Move (Whatever the Air unit is) to "Past Location"
Commentzor?
Preserve Trigger
Now to see if the Air unit is on walkable terrain
Switch 1 is Set
Player 12 Brings at least 1 Terrain Civillian to "Air Unit"
Clear Switch 1
Move Terran Civillian to "Far away place"
Commentzor?
Preserve Trigger
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Pyro, we have already discussed a much simpler way than EUD's and THAT mess, it's like you're trying to detect burrowed units... It's quite simple, just center an air-only location on the unit you don't want there, if it is in the air, it will center on it, otherwise, it will not.
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