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Uh, I know what you're getting at, but I don't see a simple solution. A friend and I were working on box triggers, if you want to look at that. It uses quite a bit of locations, though, and won't be a reasonable solution...
You can place burrowed units around the edges of land, and run a detection system of bringing a unit to a location running through the burrowed units. Conditions: Player 7 brings at least 1 burrowed unit to anywhere Actions: Move location labelled locationX on burrowed unit owned by player 7 Give 1 burrowed unit owned by player 7 at anywhere to player 8 Preserve Trigger Conditions: Player 7 brings at most 0 burrowed unit to anywhere Actions: Give all burrowed unit owned by player 8 at anywhere to player 7 Preserve Trigger Conditions: Current Player brings at least 1 "naval ship unit" to locationX OR Always Actions: Kill all "naval ship unit" for current player at locationX Preserve Trigger Note: I used "kill" because it's the easiest and the one that makes the most sense. Naval units would be destroyed if they crashed upon land. Edit: Nude's post (below) wouldn't work (or would be very complex/have a delay) if you have a lot of units of the same type. This post was edited 1 time, last edit by Roy: Sep 3 2008, 10:40 pm.
![]() ![]() ![]() ![]() ![]() ![]() Maps made by Roy
New Map Types: Dash 2, Dash 3, Dash 4, Dash 5 Dash 6, Dash 8 (New), Cannonball 2 (New) Bounds: WoW Bound, WoW Bound 2, NuBs Bound, When Anothing Bound, The Sims Bound |
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Write your own destiny, or else someone will write it for you!
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Constantly move a burrowed unit under the naval unit.
Now if you detect the burrowed unit underneath you know its illegally on land. You might want to kill the unit, or use some kind of mobile grid (also using burrowed and air units) to order it back in the direction of water. ![]() ![]() ![]() ![]() ![]() ![]() ![]() http://sonsofwar.pyrom.net/index.html___0% 100% |
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WooHoo! Lets Party!
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I agree with Roy, but instead, just use a centered location on your navel units and then when it detects the unit, it stops the location and you move back... like Ðrant did on his Labyrinthos map, but you cant use the high dirt and stuff for them
edit: you cant use more then 1 navel unit unless you make other locations and share with other players... ![]() ![]() ![]() ![]() ![]() ![]() |
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Taking StarCraft Map Making to the Limit!
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You could use the mobile grid, then try and move the zergling to all directions, if you hit a direction that the zergling cannot be moved to, order the wraith there, of course, that would cause problems if you can unplaceable terrain next to the shore, such as cliffs. |
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Taking StarCraft Map Making to the Limit!
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More than 1 for each player, or 1 per player? If it's more than 1 per player, you're going to have to use massive amounts of locations, or run through a bunch of zerglings, checking for air units, which would cause lag depending on how large your coasts are..
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Uh, I didn't mention either of those two ideas. So... My idea would work?
And what's with these moving back ideas? If you're going for realism, ships would be completely destroyed if they try to keep a course straight through land. ![]() ![]() ![]() ![]() ![]() ![]() Maps made by Roy
New Map Types: Dash 2, Dash 3, Dash 4, Dash 5 Dash 6, Dash 8 (New), Cannonball 2 (New) Bounds: WoW Bound, WoW Bound 2, NuBs Bound, When Anothing Bound, The Sims Bound |
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An Echo To Catch™
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This.
![]() ![]() ![]() ![]() ![]() ![]() http://www.youtube.com/watch?v=1oxRZ-uSbMc ♥ Because Rikku is Hawt ♥ http://www.youtube.com/watch?v=xXZlAPD0z5k Dawn isn't as great, but the theme song is good enough. When life gives you lemons, throw them back and demand for chocolate. |
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"Atheism is a non-prophet organization"
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You could make it so all the coastlines are high ground then make a location over the entire map and kill the specified units when they go to that location. That of course limits your coast choices, but should be a simple solution.
![]() ![]() ![]() ![]() ![]() ![]() [23:05] fiercesob: lol no I just went up to him and he was like "oh what are you going to do bitch!" and I just fucking grabbed him and threw him against the car and went to town on his shit
[23:06] KingXander[TCB]: went to town on his shit? does that mean you ate his ass? [23:06] KingXander[TCB]: sorry, im not a straight up thug like fierce [23:06] KingXander[TCB]: i don't know the lingo |
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Not enough minerals.
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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.
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"Atheism is a non-prophet organization"
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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. This is what I suggested, but my way works on all tilesets; while it is not quite so seamless, it does work ![]() ![]() ![]() ![]() ![]() ![]() [23:05] fiercesob: lol no I just went up to him and he was like "oh what are you going to do bitch!" and I just fucking grabbed him and threw him against the car and went to town on his shit
[23:06] KingXander[TCB]: went to town on his shit? does that mean you ate his ass? [23:06] KingXander[TCB]: sorry, im not a straight up thug like fierce [23:06] KingXander[TCB]: i don't know the lingo |
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An Echo To Catch™
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Using NudeRaider's idea:
Locations are centered on the various "ships". Triggers involve moving a burrowed zergling to the location in which the "ship" is located. Normally, this is impossible, as zerglings cannot be on water (normally...) Zergling gets detected in location, kill ship. However, this may backfire, I haven't tested it myself, but it is possible that with usage of multiple ships: Via hyper triggers, the location moves too quickly and either A: Misses the ship death target B: Kills some random ship ![]() ![]() ![]() ![]() ![]() ![]() http://www.youtube.com/watch?v=1oxRZ-uSbMc ♥ Because Rikku is Hawt ♥ http://www.youtube.com/watch?v=xXZlAPD0z5k Dawn isn't as great, but the theme song is good enough. When life gives you lemons, throw them back and demand for chocolate. |
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Write your own destiny, or else someone will write it for you!
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Following my method, when he has multiple ships of the same type per player then he needs some cycling system which constantly causes deselect. So this is really only an option for a computer player.
I have no idea how it may miss the target or kill random ships. It won't do it if you set it up properly. If it just so happens that human players can control multiple shps of the same type then you will need to use the high/low elevation trick mentioned. If you have no other high elevation (like temple terrain) then this would be the method of choice, because you'd only need a single location. ![]() ![]() ![]() ![]() ![]() ![]() ![]() http://sonsofwar.pyrom.net/index.html___0% 100% |
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Taking StarCraft Map Making to the Limit!
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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? |
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Write your own destiny, or else someone will write it for you!
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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? ![]() ![]() ![]() ![]() ![]() ![]() ![]() http://sonsofwar.pyrom.net/index.html___0% 100% |