[SOLVED] Keeping Buildings Unlifted, Limited Location Use
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An artist's depiction of an Extended Unit Death
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If you have them lined up, you can use the technique used for location grids to center the location to the appropriate area.
For example, if all the buildings are 10 tiles from the top of the map, make a location that is 10*2+1.5 = 21.5 tiles tall (distance from edge times two, plus half the height of the building). When you center the location on the lifted building, the top edge of the map "pushes" the location so that its center is actually at the center of where the building originally was before it lifted. Alternatively, you can put a location on the tile immediately above the buildings, and the instant they touch that location (i.e., they've started to lift off), move a location on the building. This will work much faster than detecting a full lift of the building, so it may work for you just fine. ![]() ![]() ![]() ![]() ![]() ![]() Learn how to make EUDs: [EUD] A Mapmaker's Guide for Creating EPDs
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ok well the buildings are lined up but they are also overlaping slightly. a player is able to lift 1 building and then land it in the same spot. but if they lift a barracks and an engineering bay, they only have room to land one of them. ive never tried to use a mobile grid before and would like to avoid that if its possible. if not then ill try to learn it. on a side note... is it possible to just disable the lift option?
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An artist's depiction of an Extended Unit Death
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You can disable lift through some impractical implementations (disabled/incomplete buildings).
Location grids aren't the same as mobile grids, and you wouldn't be implementing a grid, anyway. I was just referring to the technique location grids use to function. Basically, when you center a location somewhere, SC makes sure its boundaries do not leave the map. So if you centered a 10x10 location in the top left corner (0x0), the center of that location wouldn't be the top left, but rather it would be at 5x5. By creating a really long location, you can basically force its center to be wherever you want it to be (assuming what you're centering it on is on the correct side of the map). If you'd like, I can make sample maps for these two implementations. ![]() ![]() ![]() ![]() ![]() ![]() Learn how to make EUDs: [EUD] A Mapmaker's Guide for Creating EPDs
Don't like learning? EUDGen2 Other stuff: Farlap Bound Maker [EUD] EUPCalc SC1 Maps: Dash: 1 2 3 4 5 6 7 8 9 X Jog: Original Warp Other: Super Mario SC Fireball Guard Your Civilian Strength Contest Interceptor Arena |
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Thank you. i would like to be able to see the triggers and the effects if you dont mind. Edit: just to remember the science facility will have the covert ops attached which will eventually allow ghost range. The barracks will be allowing the building of all units and the engineering bay will be used for upgrades. they will be starting at 0 as well** ![]() ![]() ![]() ![]() ![]() ![]() |
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Relax.
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If you need to re-stack buildings, there's a cool trick:
1. Create a random unit somewhere 2. Move the random unit to the location you want to stack at 3. Create the unit you want to stack somewhere 4. Remove the random unit 5. Move the created unit to the stack location ^ All in one trigger cycle |
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An artist's depiction of an Extended Unit Death
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I made a quick map and realized the second option I suggested doesn't work fast enough to get the effect you want. Option #1 it is.
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As I'm sure you have in your own location, the "Area" location in the attached map only has the air flags selected. Edit: Based on your current implementation, I'd say you don't need to change any triggers; you just need to change the size of the location you're moving. This post was edited 1 time, last edit by Roy: Jun 15 2012, 4:54 am. ![]() ![]() ![]() ![]() ![]() ![]() Learn how to make EUDs: [EUD] A Mapmaker's Guide for Creating EPDs
Don't like learning? EUDGen2 Other stuff: Farlap Bound Maker [EUD] EUPCalc SC1 Maps: Dash: 1 2 3 4 5 6 7 8 9 X Jog: Original Warp Other: Super Mario SC Fireball Guard Your Civilian Strength Contest Interceptor Arena |
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ok so i checked out the map. *thx for showing me*. for starters, all the terraining is done for the map and the upgrades section is relatively bottom right. so lets say i have all the barracks for each player lined up horizontally like each building in your map. and then a row for facilities and bays. would i need 3 locations, one for each row? because if im grasping this correctly, they would need to be slightly different sizes since they are about 2~3 tiles vertically ![]() ![]() ![]() ![]() ![]() ![]() |
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An artist's depiction of an Extended Unit Death
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Yes, you would need locations with different heights if you have different rows. The size of the location is based on how far away the building is from the edge of the map.
Based on your image, you would need five locations total (1 for each row and 1 for the whole area). ![]() ![]() ![]() ![]() ![]() ![]() Learn how to make EUDs: [EUD] A Mapmaker's Guide for Creating EPDs
Don't like learning? EUDGen2 Other stuff: Farlap Bound Maker [EUD] EUPCalc SC1 Maps: Dash: 1 2 3 4 5 6 7 8 9 X Jog: Original Warp Other: Super Mario SC Fireball Guard Your Civilian Strength Contest Interceptor Arena |
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Yeah seems buggy from bottom. I can get it to work proper for a few lifts, but on the 5th or 6th lift the buildings start moving upwards when theyre placed. I'm assuming this will only work when the buildings are at the top seeing as the center on top cant move any further north. Maybe Roy has a fix.
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If the buildings are in a grid, you could plop some burrowed units down on the left or righthand side (depending on where the buildings are in the map) and use the location shift centered on the burrowed units to replace the buildings. You'd need a location for each horizontal position, the burrowed units "encode" the vertical positions, and the "liftoff detection" location.
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An artist's depiction of an Extended Unit Death
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Oh yeah, come to think of it, you can only push the location upwards from the bottom of the map, which won't help solve your particular problem (because the buildings shifting up is the problem).
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Yeah, this seems like the quickest way to fix the existing implementation. I placed them along the bottom of the buildings, though. It's also important to note that locations think the bottom edge of the map is one tile above where it actually is, so you have to ignore the bottom tile when calculating the size of your location (you'll know the location is the wrong size because the building won't be in the correct spot when you replace it). I added one more action to move the location onto the burrowed Zerg Drone (below the buildings) to force the location to hit the bottom edge of the map. The attached map gives the desired result. You'll still need one location for each row, but you can reuse the burrowed unit as the anchor point for each column (as shown in the attached map). ![]() ![]() ![]() ![]() ![]() ![]() Learn how to make EUDs: [EUD] A Mapmaker's Guide for Creating EPDs
Don't like learning? EUDGen2 Other stuff: Farlap Bound Maker [EUD] EUPCalc SC1 Maps: Dash: 1 2 3 4 5 6 7 8 9 X Jog: Original Warp Other: Super Mario SC Fireball Guard Your Civilian Strength Contest Interceptor Arena |
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お や す み
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Start players with 3 natural upgrades:
you don't need a science facility. turn off player vision and instead use player 7 or 8 as their vision: you can hide stuff from the player, like unused upgrade buildings. You can also pre-place buildings and link them some distance apart. The link goes away if you lift though, so that's why you have to turn off vision or make it impossible to select the building by covering it with CCs. ![]() ![]() ![]() ![]() ![]() ![]() This is a great wallpaper to use if you want to go into an epileptic fit every time you sit down in front of your laptop, which I guess is a better option than watching Naruto.
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