Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Landing buildings
[SOLVED] Landing buildings
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Aug 13 2011, 12:44 am
By: iCCup.xboi209  

Aug 13 2011, 12:44 am iCCup.xboi209 Post #1



How do I land buildings? I know it'll need eud actions but idk how though



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Aug 13 2011, 1:34 am Roy Post #2

An artist's depiction of an Extended Unit Death

This is an AI functionality, and I don't think you can do it with EUDs or the existing scripts.

Just remove and recreate the building.




Aug 13 2011, 1:38 am Aristocrat Post #3



You cannot "land buildings" with basic triggers. I doubt a simple EUD action exists to allow you to land buildings.

A simpler method would be to create a landed building somewhere, center a location on the flying building, then attempt to move the landed building to that location. No landing animation occurs, but at least it lands the building.

Trigger
Players
  • Force 1
  • Conditions
  • <Insert conditions that you want satisfied prior to landing>
  • Actions
  • Create 1 Terran Command Center at location CornerCC for Current Player.
  • Center Location "3x4" on Terran Command Center owned by Current Player at location air
  • Move 1 Terran Command Center owned by current player at location CornerCC to 3x4


  • Trigger
    Players
  • Force 1
  • Conditions
  • Current Player brings at least 1 Terran Command Center to CornerCC
  • Actions
  • Display Text "Error: Unacceptable landing zone"
  • Remove all Terran Command Center owned by current player at location CornerCC.


  • Trigger
    Players
  • Force 1
  • Conditions
  • Current Player brings at least 2 Terran Command Center to 3x4
  • Actions
  • Display Text "Landing successful"
  • Remove all Terran Command Center owned by current player at location air.




  • None.

    Aug 13 2011, 10:14 am Lanthanide Post #4



    That may not give 100% your intended effect.

    I've just experimented with lifting/landing buildings, and I found that if you center a location on landed building, then lift it off, next time you center the location it will have moved 1 tile northwards of it's previous position.

    That is, when you lift a building, the center of the building follows the unit graphic, and so locations centred on the lifted building will not line up with where that location would have been when that building was landed, even if the lifted building hasn't moved position at all. This means if you move a landed CC to that location, it is really 1 tile above where the player would normally select to land the CC. In the case of a 3x4 island surrounded by water, this means your trigger will error as the new location would be overlapping the water and not encompass the dry land as expected. I guess you'd have to monkey around with mobile grids, but as they tend to use flying units anyway, that may not be practicable - I just gave up at that point and solved my problem another way.



    None.

    Aug 13 2011, 10:36 am theleo_ua Post #5



    Quote from Lanthanide
    I guess you'd have to monkey around with mobile grids, but as they tend to use flying units anyway, that may not be practicable - I just gave up at that point and solved my problem another way.

    I solved this without mobile grids: http://www.youtube.com/watch?v=hhpkOqN-tdA&feature=player_detailpage#t=11s



    None.

    Aug 13 2011, 11:06 am Lanthanide Post #6



    I'm assuming you're using a static location where that barracks is. Of course it's no problem, then. But if you player can control as many barracks as they like, in any position within an arbitrary area, then having a location per barracks isn't practical (or even really possible).



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