I was wondering how to glide units onto null terrain. A better example of this would be Roy's Dash 6. I want player to reach a certain point and it move's their units onto the null terrain to keep playing. But I don't want an ugly teleport unit look (I can't figure out how to teleport units onto null terrain anyways) I want that glide look... I hope someone understands what I'm saying.
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I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
Unit can only enter walkable null terrain (tiles right of the creep tiles in the tile index) with the trigger action: move.
They cannot walk from normal terrain to null terrain... (maybe dropping with transports works. I don't know that).
If you ever play Dash 6, you will know what I mean. The second row, near the middle, you get to an area where your ling literally glides from regular terrain to null terrain. I'll probably just go ask the guy that made the map, he's known for using retarded triggers anyways.
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If you ever play Dash 6, you will know what I mean. The second row, near the middle, you get to an area where your ling literally glides from regular terrain to null terrain.
Order p9 observer. Constantly center location on observer and move zergling there.
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Thanks, this might be useful for other ideas. I just realized that you can't bound on null terrain without defying the laws of gravity and flying over any tile... Kind of cheats the purpose of bounding.While we're on the subject, can units walk on a certain tile of water as well?
Post has been edited 1 time(s), last time on Jun 19 2010, 11:38 pm by Tones.
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While we're on the subject, can units walk on a certain tile of water as well?
No. Null terrain only works because its not really a tile, so when SC looks at its properties, it ends up reading from some not-tile-data part of its memory. Water is a standard tile.
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Units CAN walk onto null terrain... sometimes. It's kind of odd. I've found that with some kinds of null, units will be able to walk off of creep into the null, but only going south (they won't be able to walk onto the null if they're on the north end). Once they get on the null, they act sorta like they're in a stack or junk-yard-doggged until they get back onto normal terrain.
The null to do this was the default null terrain for some tileset, I forget which.
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Tones.. there is ONE tile of water that is walkable.. if you need to, I'll post it for you here.
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An artist's depiction of an Extended Unit Death
You can walk on any tile after being placed on walkable null terrain (the terrain tile to the right of the creep tiles), including water and cliff terrain.
For Dash 6, I just moved them on the first tile of null and made them slide forward (I didn't really do it just for effect; I made them slide because I wanted to keep them away from the normal terrain so they aren't tempted to move back onto it). I had burrowed units on the slide path and recycled the same location, but you could make several locations if you'd prefer. A location grid would work nicely if you have to do it with several units simultaneously at any given Y-axis.
Tones.. there is ONE tile of water that is walkable.. if you need to, I'll post it for you here.
I would also appreciate seeing this.
Post has been edited 2 time(s), last time on Oct 12 2010, 12:10 pm by DevliN. Reason: Mineral abuse.
Math + Physics + StarCraft = Zoan
Yeah. Please post it. I'm trying to find it by testing every single water piece i find....
its's taking forever
I first saw it in Naruto Age of Legends by King and Zerg...
Post has been edited 1 time(s), last time on Jun 23 2010, 1:26 am by Positively.
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Edit: I just checked the map out in the editor, and played it to verify there is definitely not a single walkable water tile in this map. It's just regular water.
Guess I should have listened to Biophysicist's last reply and not gotten my hopes up :><:
But no, don't bother downloading that. Positively, you should edit your post and remove the attachment.
Post has been edited 4 time(s), last time on Oct 12 2010, 12:10 pm by DevliN. Reason: Mineral abuse.
That's not a walkable water tile, that's just regular water with null-assisted movement...
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I've found that with some kinds of null, units will be able to walk off of creep into the null. Once they get on the null, they act sorta like they're in a stack or junk-yard-doggged until they get back onto normal terrain.
This is true, I've seen it before. I forget how it's done exactly.. it involves creep colonies placed on walkable null and units heading onto it. The rest I cannot confirm as being 100% fact.
"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."
-NudeRaider
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
I've had a buried experimental map by T0urmenteur.
Units patrolling over the water.
Attachments:
I haven't looked at ahli's map yet, but from my own testing, you can move a unit onto null terrain by the trigger, transport, or recall. The unit can then walk onto any terrain. For cliffs however, the unit will run back.
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Ahli, that is very cool, karma. I actually tried the map before getting ahead of myself this time ^^
Anyone interested in having units walk on water should download and play the map he posted.
Post has been edited 2 time(s), last time on Oct 12 2010, 12:10 pm by DevliN. Reason: Mineral abuse.