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Best way for naval units not to go on land?

Creator: Craftstar2
Time: Sep 3 2008, 10:14 pm

Post #21     PCFredZ Sep 7 2008, 4:44 am

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The most seamless ship crash system can be implemented on the Snow tileset, which has two different Water elevations. Simply make a river using Water in the low elevation and then use a map editor that can edit by tile to use the shore tiles from the High Water elevation to replace the shore tiles near the regular Water. Create a location that covers the whole river that only applies to "High Air" and always kill any units in that location. If you would like this to also apply to a river in the High Water level, simply repeat the whole thing with Low and High reversed.

I'm still not certain this would work on multiple units, if you center a location on a unit inside a high-air only location, and there's other units not on high ground, will it center on them?
There's no "center location" involved. Always Kill Any Men at High Air Location + Preserve.
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Post #22     NerdyTerdy Sep 7 2008, 5:00 am

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Quote from PCFredZ
Quote from Falkoner
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The most seamless ship crash system can be implemented on the Snow tileset, which has two different Water elevations. Simply make a river using Water in the low elevation and then use a map editor that can edit by tile to use the shore tiles from the High Water elevation to replace the shore tiles near the regular Water. Create a location that covers the whole river that only applies to "High Air" and always kill any units in that location. If you would like this to also apply to a river in the High Water level, simply repeat the whole thing with Low and High reversed.

I'm still not certain this would work on multiple units, if you center a location on a unit inside a high-air only location, and there's other units not on high ground, will it center on them?
There's no "center location" involved. Always Kill Any Men at High Air Location + Preserve.

Yeah, this is correct. Attached is a test map, showing it. You have to actually hit the high ground to crash, but w/e :P I also had some trouble making it work with just High Air checked, so I checked a couple other elevations. I think the dropship might float on mid air level, not sure. Anyway, there it is.
Attachments:
scm file
Boat Test.scm (44.02 kb)
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Post #23     Falkoner Sep 7 2008, 1:54 pm

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Yeah, but I was thinking you could center a location on it, if you don't want to kill it, then do whatever other actions you want.
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Post #24     Hug A Zergling Sep 7 2008, 5:11 pm

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Haz giving the simple solution again!

If you bring a ship near the shore, it crashes, aka kill unit trigger. your done!
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Post #25     Falkoner Sep 7 2008, 9:18 pm

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Yes... But how do you propose he detects when it is near the shore.. That's what we've been discussing this whole time.
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Post #26     O)FaRTy1billion[MM] Sep 8 2008, 12:54 am

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What tileset? If you can blend high dirt to low water, you could detect elevation change. It would only be slightly more precise than burrow unit stuff, although it can detect cliffs.
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Post #27     Falkoner Sep 8 2008, 12:56 am

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Well, we kinda need it at this point, as he has more than one unit, so there's no other way that doesn't cause lag, or uses massive amounts of locations.
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Post #28     Craftstar2 Sep 8 2008, 1:44 am

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I was thinking jungle, but it could be anything at this point. I'm not really making anything just wondering.
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Post #29     PCFredZ Sep 8 2008, 2:13 am

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Quote from O)FaRTy1billion[MM]
What tileset? If you can blend high dirt to low water, you could detect elevation change. It would only be slightly more precise than burrow unit stuff, although it can detect cliffs.
As I stated already, Snow. Its water-related tiles for the two different elevations are virtually identical, and I am fairly certain that it is the only tileset that has this.
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Post #30     Hug A Zergling Sep 11 2008, 11:53 am

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Alright, I had an idea in my mind when I replied last time...and realized it wouldn't work. whoopsie me. Anyways, what if you had a bunch of DT's around the shore, and a trigger on the ship? That way, the ship could detect if there was a DT in the location on the ship, and thus cause it to crash.
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Post #31     NudeRaider Sep 11 2008, 1:17 pm

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We had that already:
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Yeah but i might use more than 1 of the same unit, and then that means i can't use mobile grids or center a location on the naval unit.
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Post #32     BeDazed Sep 11 2008, 3:34 pm

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What's the best way for naval units to not be able to go on land, other than making a ton of locations on the edges of the land and moving them back to the water when they get near? I want only a selected few air units to be unable to go on land, because there are also airplanes (meaning i will need specific conditions for the type of unit rather than having a location checked only to air). There will also be multiples of the same unit (centerview and move land unit to the spot beneath the air unit will not work). Is there a simple way to do this?
You name a ground unit 'a SHIP' and think of land as water and the water as land.
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