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Architect
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Here's a tutorial you might want to read: Elevation Locations
Basically 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. ![]() ![]() ![]() ![]() ![]() ![]() Meh.
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Taking StarCraft Map Making to the Limit!
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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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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 Trigger null Players: ¤ Player with the Air unit Conditions: ¤ Always Actions: ¤ Move 1 Civillian for Player 12 at "far away place" to "AIR UNIT" ¤ Set Switch 1 ¤ Commentzor? ¤ Preserve Trigger Trigger null Players: ¤ Now to see if the Air unit is on walkable terrain Conditions: ¤ Switch 1 is Set ¤ Player 12 Brings at most 0 Terrain Civillian to "Air Unit" Actions: ¤ Clear Switch 1 ¤ Move (Whatever the Air unit is) to "Past Location" ¤ Commentzor? ¤ Preserve Trigger Trigger null Players: ¤ Now to see if the Air unit is on walkable terrain Conditions: ¤ Switch 1 is Set ¤ Player 12 Brings at least 1 Terrain Civillian to "Air Unit" Actions: ¤ Clear Switch 1 ¤ Move Terran Civillian to "Far away place" ¤ Commentzor? ¤ Preserve Trigger |
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Taking StarCraft Map Making to the Limit!
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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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