Staredit Network > Forums > SC2 Assistance > Topic: Make a unit fly with triggers
Make a unit fly with triggers
May 17 2010, 3:48 am
By: Fallen  

May 17 2010, 3:48 am Fallen Post #1



I am trying to make a unit fly via triggers. So in certain regions it flies, and in certain places it doesnt. I have been looking through all the triggers and possible things for almost 2 1/2 hours: nothing. I said in the Terrain part of SENi was going to find a method but so far i have had no luck.



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May 17 2010, 5:23 am ShredderIV Post #2



Is there a trigger that edits data values?



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May 17 2010, 5:26 am Centreri Post #3

Relatively ancient and inactive

I have two suggestions: Play around with the Jump behavior (Reaper). I did, a bit, but not in-depth. Additionally, you can probably do it using the viking-switch ability if properly edited.



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May 17 2010, 12:50 pm 13Stallion Post #4



1.Actions -> Unit -> Change Unit Height
Unit - Change (Triggering unit) height to (0.0) over (0.0) seconds

It wont actually make the unit an air unit though.

2.Or you can try Actions -> Unit -> Set Property(Select Height)
Unit - Set (Triggering unit) (Height) to (100.0)

Again, This wont make your unit become an air unit.

3.Like Centreri said, Viking-transform would work great
Unit - (Disable) the Ability (ability) for (Triggering unit)
Disable/Enable the transform ability when you want the unit to be able to fly/land, then disable it to remove the option. You could trigger the casting of the ability if you want immediatly after it is enabled, then remove it, so the player would not have any control over it.



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May 17 2010, 10:04 pm LooKe Post #5



Or if you wanted, you could duplicate the unit and make it flying, then replace it when you want it to fly.



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May 17 2010, 11:38 pm Fallen Post #6



Quote from Centreri
I have two suggestions: Play around with the Jump behavior (Reaper). I did, a bit, but not in-depth. Additionally, you can probably do it using the viking-switch ability if properly edited.
The Reaper behavior was a good idea, but i didnt think it was right for what i am trying to do. I wanted to also go for something more simple then doing the viking ability.... but it does seem like a solid idea, it would also enable me to do visual effects :) Defiantly plan B

Quote from 13Stallion
1.Actions -> Unit -> Change Unit Height
Unit - Change (Triggering unit) height to (0.0) over (0.0) seconds

It wont actually make the unit an air unit though.

2.Or you can try Actions -> Unit -> Set Property(Select Height)
Unit - Set (Triggering unit) (Height) to (100.0)

Again, This wont make your unit become an air unit.

3.Like Centreri said, Viking-transform would work great
Unit - (Disable) the Ability (ability) for (Triggering unit)
Disable/Enable the transform ability when you want the unit to be able to fly/land, then disable it to remove the option. You could trigger the casting of the ability if you want immediatly after it is enabled, then remove it, so the player would not have any control over it.
HAHAHAHA is it bad if i thought that modifying the height actually made the unit taller? eh nvm i am dumb :) but if that does the trick then that will be gorgeous as well. The thing is, the unit doesnt need to be an air unit, it just needs to be able to get its ass from tier three to tier three, and from T2 to T2, while allowing other units to go under it. Height mod, Plan A.
Thanks guys


Sad story, modifying the height did nothing! So i am going to do a combo of JB4times4's idea and the Viking idea. Plan B
Btw, the trigger was (Unit-Change (triggering unit) hieght to 100.0 over 6.0 seconds) I tried over '0.0' seconds too. I also tried with and without events. And just wondering is anyone else confused about the Event "unit enters/leaves region"? I tried to use it and it just seems like it is modifying the region, not actually acknowledging the fact a certain unit entered it.

Post has been edited 1 time(s), last time on May 18 2010, 12:41 am by Fallen.



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May 18 2010, 3:19 am LooKe Post #7



Quote from Fallen
Sad story, modifying the height did nothing!...........Btw, the trigger was (Unit-Change (triggering unit) hieght to 100.0 over 6.0 seconds) I tried over '0.0' seconds too. I also tried with and without events.

Changing the height to like 4 will make it hover above the units, the problem with that is it still collides with ground units because it is a ground unit.

Quote from Fallen
Just wondering is anyone else confused about the Event "unit enters/leaves region"? I tried to use it and it just seems like it is modifying the region, not actually acknowledging the fact a certain unit entered it.
I'm using it in my map, it works fine. If you want, start a new topic asking about it and we can for sure help you.



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May 18 2010, 3:43 am Fallen Post #8



Quote from name:JB4times4
Quote from Fallen
Sad story, modifying the height did nothing!...........Btw, the trigger was (Unit-Change (triggering unit) hieght to 100.0 over 6.0 seconds) I tried over '0.0' seconds too. I also tried with and without events.

Changing the height to like 4 will make it hover above the units, the problem with that is it still collides with ground units because it is a ground unit.

Quote from Fallen
Just wondering is anyone else confused about the Event "unit enters/leaves region"? I tried to use it and it just seems like it is modifying the region, not actually acknowledging the fact a certain unit entered it.
I'm using it in my map, it works fine. If you want, start a new topic asking about it and we can for sure help you.
So i instead of using a region i used a point, i will do like you said and start a new post, but i didnt like using it cause you have guess where the size begins and ends. I did get it to work though.
Also i see what you mean by the collision part, actually that might of been the problem the whole time. Is there anyway to manipulate collision aspect?




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May 18 2010, 5:24 am LooKe Post #9



I have been looking into it, and so far I haven't found a way.
I don't think the viking ability would be too hard to enable by trigger, I'll look into it and let you know.



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May 18 2010, 5:59 am Demented Shaman Post #10



The viking has two morph abilities and two separate units. It seems like each ability just literally morphs the unit into the other one.

Post has been edited 1 time(s), last time on May 18 2010, 6:46 am by devilesk.



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May 18 2010, 4:03 pm LooKe Post #11



Quote from name:devilesk
The viking has two morph abilities and two separate units. It seems like each ability just literally morphs the unit into the other one.

So he would have to make a second unit like I suggested then.



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May 18 2010, 4:52 pm Centreri Post #12

Relatively ancient and inactive

Devilesk, can you make the Reaper Jump work so that it would be possible to make a unit an air unit when you want it? I had essentially the same problem as OP when it came to making units jump, if you can modify it using your data skills and make it usable, that'd be awesome. :awesome:



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May 18 2010, 8:32 pm Fallen Post #13



Quote from name:JB4times4
Quote from name:devilesk
The viking has two morph abilities and two separate units. It seems like each ability just literally morphs the unit into the other one.

So he would have to make a second unit like I suggested then.
JB4TIMES your idea was solid in the first place, it was one thing that would work no matter what, but i wanted to be to do this as simple as possible. Because if everything sticks to the original plan i would have to modify 16 units (8 original so they can morph, and 8 morphed units). If i could of just used triggers this would of made everything extremely simple.



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May 18 2010, 9:09 pm LooKe Post #14



I'm betting (more of a hope then a bet) that they will let you modify all unit data via trigger which would make this a 1 trigger, simple act.



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