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block airships

Creator: okeee
Time: Mar 20 2008, 9:19 am

Post #1     okeee Mar 20 2008, 9:19 am

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I d like to make a location that not any airships can enter. So that area should be as a mountain is to ground units, they can't go through the mountain. Airships should be blocked in such a way. How do you do this ?(staredit)
This post was edited 1 time, last edit by okeee: Mar 20 2008, 10:01 am.
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Post #2     Daedalus Mar 20 2008, 10:01 am

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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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Post #3     Falkoner Mar 20 2008, 2:24 pm

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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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Post #4     Saucon Mar 20 2008, 4:29 pm

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there are no ways to physically block an air unit with terrain, triggers described by the posts above are about as close as it comes, units will still see over the cliff as usual.
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Post #5     okeee Mar 20 2008, 7:48 pm

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But if i just want one type of airship not able to enter a location,
do still need to check any "air" checkboxes? Can't I just set:
move ship x from location 1, to location 2.
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Post #6     Deathman101 Mar 20 2008, 7:52 pm

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Quote from okeeeBut if i just want one type of airship not able to enter a location,
do still need to check any "air" checkboxes? Can't I just set:
move ship x from location 1, to location 2.

Yes, that is how you would do it.
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Post #7     okeee Mar 21 2008, 8:54 am

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Then something else i would like to try..for example, blocking only dropships that carry a specific unit x. So all dropships should be able to enter the location, except if they're carrying unit x. Is this possible?
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Post #8     NudeRaider Mar 21 2008, 10:09 am

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I'm not sure, but IF it's possible to detect units in transports then by checking for "exactly <# of units> at <air location>".
You should go and just try it. :P
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Post #9     okeee Mar 21 2008, 11:28 am

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ah yes..
But any amount of dropship should be able to enter, as long as they do not carry unit x.
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Post #10     NudeRaider Mar 21 2008, 6:16 pm

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Maybe you don't even need exactly. At least could work too. As I said: TRY IT
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Post #11     Ryan Mar 21 2008, 6:37 pm

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You can detect whether or not a unit is in transport.

You wouldn't be able to detect whether or not a specific dropship is or isn't carrying Unit X easily, it'd be very tedious and very time consuming. It may not be possible at all, even. You could try sending one dropship at a time through said location, but that wouldn't look very professional.
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Post #12     Falkoner Mar 22 2008, 11:50 pm

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It wouldn't be that hard, center a location on the unit inside the air only location, and it immediately centers it on the unit inside the dropship, even if there are units of the same kind on the ground.
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Post #13     Pyro682 Mar 23 2008, 5:16 am

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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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Post #14     Pyro682 Mar 23 2008, 5:47 am

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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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Post #15     Falkoner Mar 23 2008, 1:50 pm

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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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