Staredit Network

Staredit Network -> Concepts -> Boats and water
Report, edit, etc...Posted by Sie_Sayoka on 2005-12-23 at 03:11:50
ok for some maps there might be boats(air unit) that need to stay on the water. and you are too lazy to location the land and trigger it so the boat explodes.

well i think i found a way. here is how it is done:

Cause- always
Action- follow location 1 on boat

Cause- always
Action- move all "land unit" to location 1

Cause- land unit moves to location 1
Action- kill boat

that is my simple remedy for the boat. since the boats go on water the "land unit" wont be able to go in the water. however when it goes over terrain that land units can go on it moves to location 1 killing the boat.

Disadvantages-

this can only work for one unit. unless if you make differnt triggers for each unit.

Notes-

do not make the locations too big.

so what do you guys think?
Report, edit, etc...Posted by Zeratul_101 on 2005-12-23 at 03:18:05
good idea but ineffective

like you said it only works for one unit, and there are already many other effective ways of doing this.

I'm not too sure, but wouldn't you get a constant unit unplaceable message?

this just isn't that useful but creative idea nevertheless
Report, edit, etc...Posted by Sie_Sayoka on 2005-12-23 at 05:15:05
no unit unplacable only goes for units being created. in this case the unit is already created. it has a movement trigger to move it to the boat.
Report, edit, etc...Posted by Moonshine on 2005-12-23 at 07:18:43
QUOTE(Sie_Sayoka @ Dec 23 2005, 06:15 PM)

Disadvantages-

this can only work for one unit. unless if you make differnt triggers for each unit.

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Depending on how long the river was, and how fast the "boat" in question, there is a different way. Place burrowed zerglings owned by player 8 (or whatever) on the river banks, and create a location (doesn't have to be that small, 5x5 worked well when I tested this). Then...

If: Always
Then: Give all Zerg Zergling owned by Player 8 at (location) to Player 7
Center (location) on Zerg Zergling owned by Player 8 at Anywhere
Kill all (boat) owned by Player X at (location)
Preserve Trigger

If: Player 8 brings exactly 0 zerg zerglings anywhere
Then: Give all zerg zerglings owned by player 7 to player 8
Preserve trigger.

The advantage with this is that it works with as many boats on the water as you need. The disadvantage is that it is a lot slower to kill the boat, so depending on how fast it is, it could get away. The bigger the location the better, because that means less zerglings, which makes it go faster.
Report, edit, etc...Posted by AgenT_Nick on 2005-12-23 at 10:15:50
you could place burrowed units on the coast so that there liek fences
then u center on ur unit and if it touches one of those lings then it stops (not dies).
this would be good for like a fishing game (like there was one allrdy)
this i would think would be the best way.
Report, edit, etc...Posted by PCFredZ on 2005-12-23 at 12:47:35
Better yet, use Water along with land terrain of a different elevation.

Cover the entire map with a location that applies only to the land elevation.

Instaneously detect all boats that have wandered away from Water.
Report, edit, etc...Posted by MarcX on 2005-12-24 at 04:05:17
QUOTE(PCFredZ @ Dec 23 2005, 11:47 AM)
Better yet, use Water along with land terrain of a different elevation.

Cover the entire map with a location that applies only to the land elevation.

Instaneously detect all boats that have wandered away from Water.
[right][snapback]387584[/snapback][/right]

Win.
Report, edit, etc...Posted by Raindodger on 2005-12-24 at 11:01:26
Um.. ForeverSin ... X-Mas is TOMOROW. A little confused are you?
Report, edit, etc...Posted by Sniper on 2005-12-24 at 23:34:07
What if the boat were to run through a pile of buildings and units where the ground unit wouldnt be able to reach it anyways.
Report, edit, etc...Posted by Rantent on 2005-12-25 at 05:02:35
Aka Dock..?

Anyway, the better way to do this would be to stop the units movement when it reached land.
And you could use one location for all the players.

Players:
All players
Conditions:
Always
Actions:
Center locaition #1 on any dropship owned by current player.
Move unit 'Burrowed thingy' to location #1

(This would cycle through any units with dropships, and move a zergling to them.)

Players:
All players
Conditions:
Bring 1 'Burrowed thingy' to location #1
Actions:
Comment:"Omg I don't need one of these but I'll add it anyway"
Display text: OMG you hit a wall nublet!
Kill all your base.

It's basically the same concept as the first one, but would cycle through each player accordingly.
Report, edit, etc...Posted by PCFredZ on 2005-12-25 at 11:30:56
QUOTE(PCFredZ @ Dec 23 2005, 12:47 PM)
Better yet, use Water along with land terrain of a different elevation.

Cover the entire map with a location that applies only to the land elevation.

Instaneously detect all boats that have wandered away from Water.
[right][snapback]387584[/snapback][/right]

Learn to read.
Report, edit, etc...Posted by Rantent on 2005-12-25 at 16:09:03
I thought regular dirt and water were the same level? They AREN'T?!!! ohmy.gif
Report, edit, etc...Posted by PCFredZ on 2005-12-25 at 19:31:25
QUOTE(Rantent @ Dec 25 2005, 04:09 PM)
I thought regular dirt and water were the same level? They AREN'T?!!! ohmy.gif
[right][snapback]389470[/snapback][/right]

Use different elevationed terrain like high dirt with normal water. Jeez.
Report, edit, etc...Posted by M_s4 on 2005-12-25 at 21:51:06
This is a pretty neat idea, but I still like PCFredz's idea. Docks on land wouldn't work with PCFredz's idea, but you could make buildings on water to make an even cooler effect. There is also one thing you could add to make it even better, which is the stop from leaving location with Nozomu's technique in http://www.staredit.net/index.php?tutorial=126

But if you are making a bound or something, I guess killing it would be the best idea.
Report, edit, etc...Posted by PCFredZ on 2005-12-25 at 23:27:53
QUOTE(M_s4 @ Dec 25 2005, 09:51 PM)
This is a pretty neat idea, but I still like PCFredz's idea. Docks on land wouldn't work with PCFredz's idea, but you could make buildings on water to make an even cooler effect. There is also one thing you could add to make it even better, which is the stop from leaving location with Nozomu's technique in http://www.staredit.net/index.php?tutorial=126

But if you are making a bound or something, I guess killing it would be the best idea.
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Of course docks would work, just make that patch the same elevation as the water.
Report, edit, etc...Posted by YoShi-M on 2005-12-27 at 00:22:33
can't you just make a fake water splash on a flying unit with a death and create trigger?
Report, edit, etc...Posted by NerdyTerdy on 2005-12-27 at 03:33:10
Fredz your idea wouldn't like work if you had air units and whatever elevation terrain in another part of the map.. I just like the locations surrounding whatever smile.gif, but your idea is good Sie_Sayoka. Yoshi-M wtf are you talking about?
Report, edit, etc...Posted by Staredit.Net Essence on 2005-12-27 at 06:10:18
i got a better way...

Trigger
Players:
¤ any player
Conditions:
¤ Always
Actions:
¤ create 1 dt at anywhere -not near boat- for "any player"


Trigger
Players:
¤ any player
Conditions:
¤ Always
Actions:
¤ move DT to "boat"


Trigger
Players:
¤ any player
Conditions:
¤ player that owns the dt, brings dt to "boat"
Actions:
¤ Display text: boats cant go on land -_-
¤ kill boat


Report, edit, etc...Posted by PCFredZ on 2005-12-27 at 11:50:41
My idea is the only one that works for more than one unit without using tons of Locations.

Y'all just need to learn how Elevation works.
Report, edit, etc...Posted by NerdyTerdy on 2005-12-28 at 04:10:03
Umm -)HyDrO(- isn't your method exactly the same? Also PCFredZ your method probably is the best, but yeah I don't know too much about elevations. If you wanna get really noob about it you could make it so that there are turrets lying around your river or whatever that are spaced right at the point so that when you touch land you die smile.gif. If you had a sort of rectangular river you could just make 1 location over the river and 1 location to follow the boat and make a trigger like this

Trigger
Conditions:
¤ Always
Actions:
¤ Move Location 'Follow Boat' to unit 'Boat' owned by Player whatever at location 'River'
¤ Preserve Trigger


Trigger
Conditions:
¤ Player whoever brings at most 0 'Boat' to location 'Follow Boat'
Actions:
¤ Move 1 'Boat' for current player at location 'anywhere' to location 'Follow Boat'
¤ Preserve Trigger


That only works if you have a relatively rectangular river though, you'd have to increase the amount of locations for a more curvy river, so my method is the old method I think.
Report, edit, etc...Posted by O)FaRTy1billion on 2005-12-28 at 23:46:09
QUOTE(PCFredZ @ Dec 23 2005, 10:47 AM)
Better yet, use Water along with land terrain of a different elevation.

Cover the entire map with a location that applies only to the land elevation.

Instaneously detect all boats that have wandered away from Water.

Make that large location into a 1x1 or 2x2 location that centers on the boat if you are not on land. If you go onto land, move it back to that location. (Using a similar thing I made people think I found a tile air cannot pass tongue.gif)
Report, edit, etc...Posted by NerdyTerdy on 2005-12-28 at 23:51:07
Did those people happen to be idiots? lol. Either one of those works, but now I like FaRTy's better.
Report, edit, etc...Posted by PCFredZ on 2005-12-29 at 21:50:27
QUOTE(O)FaRTy1billion @ Dec 28 2005, 11:46 PM)
Make that large location into a 1x1 or 2x2 location that centers on the boat if you are not on land. If you go onto land, move it back to that location. (Using a similar thing I made people think I found a tile air cannot pass tongue.gif)
[right][snapback]392219[/snapback][/right]

How would you do that if the whole point of the location was to detect whether or not you're on land?
Report, edit, etc...Posted by Tdnfthe1 on 2005-12-29 at 22:56:08
QUOTE(PCFredZ @ Dec 29 2005, 08:50 PM)
How would you do that if the whole point of the location was to detect whether or not you're on land?
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I can't believe I understand somethin farty said and someone as slow as you doesn't. Just read it again, or better yet take this map and make the locations 2x2 or 4x4, that's what farty says.
[attachmentid=16443]
By the way noobs, there's probably a tutorial on this, but enjoy the map. Happy muda f'n new years.

~Tdnfthe1
Report, edit, etc...Posted by PCFredZ on 2005-12-30 at 00:30:02
QUOTE(Tdnfthe1 @ Dec 29 2005, 10:56 PM)
I can't believe I understand somethin farty said and someone as slow as you doesn't. Just read it again, or better yet take this map and make the locations 2x2 or 4x4, that's what farty says.
[right][snapback]393388[/snapback][/right]

You and farty failed to mention which location to make 1x1, 2x2, or 4x4. I don't know, maybe you both made it obvious? Perhaps, I'm just too slow then? -_-

By the way, I looked at your map. It's the same detection method I described. Farty said to resize the large location of the land elevation follow your ship, but that has 2 possibilities, either it will work-- only for single units (defeating the whole purpose)-- or it won't work at all because the large location may not apply to the ship when it's over water (can you center an air only location on a ground unit?).
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