Lift off
Jul 7 2009, 11:42 pm
By: Toothfariy  

Jul 7 2009, 11:42 pm Toothfariy Post #1



is there any way to completely stop one from lifting off?

i know the change location height trick. but i cant create another building in that location as it is considered invalid



None.

Jul 7 2009, 11:48 pm crutex Post #2



make the location a ground location. if player brings 0 baracks (whatever) to that location kill all baracks and create 1 there.



None.

Jul 7 2009, 11:56 pm samsizzle Post #3



not kill unit at location. remove unit at location because it looks like it just blinks back.



None.

Jul 7 2009, 11:58 pm lil-Inferno Post #4

Just here for the pie

If it's a building that isn't being used for upgrades (or building for spells or abilities) then a trick you can do is constantly switch it between, let's say, player one and player two (assuming player two is a computer) as it's lifted. The player will still have the tech that the building provides and won't be able to control it. To further this, constantly order and move the building to a location. Be wary though, buildings that are being ordered to land aren't effected by move and order triggers.

As for your problem (I think you're talking about a building that isn't like a Science Facility) you could just make the ground below it a valid location. If that isn't possible for your map, then what you can do is have a building beneath it (let's say a Supply Depot) and every time the player lifts it, the building that was lifted, let's say a Barracks, is removed. There is a trick to get it back, however. Remove the supply depot and then create the Barracks again. You could have a "three strikes and you're out" sort of thing, warning players that they'll lose it after too much misconduct.




Jul 8 2009, 12:06 am Toothfariy Post #5



Quote from crutex
make the location a ground location. if player brings 0 baracks (whatever) to that location kill all baracks and create 1 there.
i just said that this is not possible for my map

its an engneering bay and it is stacked with other players cuz my map is tight on space



None.

Jul 8 2009, 12:16 am r00k Post #6



Do this.

Quote from copy paste this into your map
//-----------------------------------------------------------------//

Trigger("Player 1","Player 2","Player 3","Player 4","Player 5","Player 6","Player 7","Player 8"){
Conditions:
Bring("Current Player", "Buildings", "no lifting", At least, 1);

Actions:
Center View("no lifting");
Kill Unit At Location("Current Player", "Buildings", All, "no lifting");
Display Text Message(Always Display, "\x013\"\x011G\x019et the fuck out of my Game, you fucking \x016Noob.\"");
Defeat();
}

//-----------------------------------------------------------------//




None.

Jul 8 2009, 12:23 am crutex Post #7



Quote from Toothfariy
Quote from crutex
make the location a ground location. if player brings 0 baracks (whatever) to that location kill all baracks and create 1 there.
i just said that this is not possible for my map

its an engneering bay and it is stacked with other players cuz my map is tight on space
No, you didn't say that. I took it as you were using an "air" location and detecting when one is brought to it, and that was creating a problem.
You can't create units at a stacking location so you might as well just kill their engineering bay and bitch slap them.



None.

Jul 8 2009, 12:27 am Toothfariy Post #8



yeah. i've seen it in some maps tho where it is impossible to lift off, but to still upgrade



this is why the above mentioned methods are impossible



None.

Jul 8 2009, 12:35 am rockz Post #9

ᴄʜᴇᴇsᴇ ɪᴛ!

Pray tell, what are these magical maps which I have never seen?

FYI, you can disable the building and it won't lift when you press the button. You can't do anything else with them though.

Unless you can produce said maps, your current upgrade spot will have to change.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 8 2009, 12:39 am Toothfariy Post #10



unfortunatly i cant. my harddrive got wiped so i have very few maps.

it must've been a disabled building like an engeenering bay used as a prerequesite for building turrets



None.

Jul 8 2009, 12:40 am Neki Post #11



If they want to screw themselves, you should let them. Like seriously, if they can't help themselves from pressing the lift-off button, then they don't need to upgrade.
Either that, or find a spot to place them. It doesn't take too much room to fit an engineering bay here and there.

Edit: The picture you're showing us could easily be edited so that only the engineering bays are there. The forges and evolution chambers almost take no space so I have a hard time believing you couldn't put them near there or anywhere on the map. If you really care about the lifting off then I'm sure you could sacrifice some aesthetics.



None.

Jul 8 2009, 12:47 am Toothfariy Post #12



Quote from name:Ultimo
If they want to screw themselves, you should let them. Like seriously, if they can't help themselves from pressing the lift-off button, then they don't need to upgrade.
Either that, or find a spot to place them. It doesn't take too much room to fit an engineering bay here and there.

Edit: The picture you're showing us could easily be edited so that only the engineering bays are there. The forges and evolution chambers almost take no space so I have a hard time believing you couldn't put them near there or anywhere on the map. If you really care about the lifting off then I'm sure you could sacrifice some aesthetics.


yeah i was thinkin that if should just warn them and thats the end of it.
i dont have enough space to put 12 buildings else where, they would be randomly plotted in other locations and it would be very hard to find where you upgrade.

i was thinking that i could stack the bulidings twice, so if someone thinks its wise to list off then there is still another bay under them

edit: yeah that seems like the best solution



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Jul 8 2009, 2:16 am Roy Post #13

An artist's depiction of an Extended Unit Death

Quote from Toothfariy
its an engneering bay and it is stacked with other players cuz my map is tight on space
And your problem is... ?

Just make sure the terrain is valid, then use the location height trick to remove/replace. Terran buildings clear the ground when they lift, even if there are other buildings there. So, if you were to lift, the ground would be cleared, meaning you could create a building there, as long as the terrain is all buildable tiles.

Also make sure that the bays are snapped to the grid on the tiles, because you cannot create buildings on part of a tile; it snaps to the next solid tile.

Basically:

1. Valid terrain underneath, doesn't matter if other buildings are there
2. Placed on whole tiles, so the building created in the trigger will be in the exact same spot




Jul 8 2009, 2:39 am rockz Post #14

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from Roy
Just make sure the terrain is valid, then use the location height trick to remove/replace. Terran buildings clear the ground when they lift, even if there are other buildings there. So, if you were to lift, the ground would be cleared, meaning you could create a building there, as long as the terrain is all buildable tiles.
Hmm, I was going to test this. I wasn't sure if it did or not. Anyway, buildable null in space looks like space, so just choose the null next to platform or something. Note this is not walkable null.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 8 2009, 4:36 am Toothfariy Post #15



Quote from Roy
Quote from Toothfariy
its an engneering bay and it is stacked with other players cuz my map is tight on space
And your problem is... ?

Just make sure the terrain is valid, then use the location height trick to remove/replace. Terran buildings clear the ground when they lift, even if there are other buildings there. So, if you were to lift, the ground would be cleared, meaning you could create a building there, as long as the terrain is all buildable tiles.

Also make sure that the bays are snapped to the grid on the tiles, because you cannot create buildings on part of a tile; it snaps to the next solid tile.

Basically:

1. Valid terrain underneath, doesn't matter if other buildings are there
2. Placed on whole tiles, so the building created in the trigger will be in the exact same spot
i didnt know that was possible, thanks a lot

im in twlight, which is the buildable tile? i know which the walkable tile is, but not the buildable



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Jul 8 2009, 6:00 am Pyro682 Post #16



Quote from rockz
Quote from Roy
Just make sure the terrain is valid, then use the location height trick to remove/replace. Terran buildings clear the ground when they lift, even if there are other buildings there. So, if you were to lift, the ground would be cleared, meaning you could create a building there, as long as the terrain is all buildable tiles.
Hmm, I was going to test this. I wasn't sure if it did or not. Anyway, buildable null in space looks like space, so just choose the null next to platform or something. Note this is not walkable null.


This stuff is pretty simple; You shouldn't need to test for it. It's the basics for stacking zerg (And coping for the 1.14f patch that blizzard cracked out). You use the same techniques by using an Infested CC and stacking zerg buildings after it lifts off.



None.

Jul 8 2009, 6:14 am Neki Post #17



Wait, I really don't get it. So when you lift off, you can build a building there regardless of anything that is also already there? and you can do this infinite times?



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Jul 8 2009, 6:37 am Falkoner Post #18



Quote
Wait, I really don't get it. So when you lift off, you can build a building there regardless of anything that is also already there? and you can do this infinite times?

Yes, just like if you remove or kill a building



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Jul 8 2009, 6:44 am Jack Post #19

>be faceless void >mfw I have no face

So you can stack using triggers?



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jul 8 2009, 7:56 am Toothfariy Post #20



Quote from name:zany_001
So you can stack using triggers?
yeah this is news to me too man XD



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