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Staredit Network -> UMS Assistance -> Elevation...what's It?
Report, edit, etc...Posted by iamandragon on 2004-07-30 at 06:00:35
Okay I selected a location and pressed "Enter" in staredit, and it show up with 7 options:
Name
Low Elevation Low Air
Mid Elevation Mid Air
High Elevation High Air

I wonder if Low Elevation is the burrowed area? So if I checked Low Elevation and unchecked everything else it would only detect burrowed units?
And what's Mid Elevation and High Elevation?

Pls help!
Report, edit, etc...Posted by Clokr_ on 2004-07-30 at 07:52:12
They are terrain elevations. That mean that a unit with low elevation set and all the others disabled only will affect the units of low elevation.
Report, edit, etc...Posted by BeeR_KeG on 2004-07-30 at 09:54:48
So that you can understand easier.

Low Elevation - normal ground, jungle, dirt etc...
Med Elevation - Cliffs and stuff, high dirt, temples...
High Elevation - Air
Report, edit, etc...Posted by Clokr_ on 2004-07-30 at 09:55:53
High elevation is NOT air. There are 3 elevations more for air. High elevation I think that is like the high temple of the jungle.
Report, edit, etc...Posted by jonthepyro on 2004-07-30 at 10:04:49
u can make it where if a player brings like a cc to air in the location u can kil all cc's at air location and make a cc at the ground location..and preserve trigger so they can keep on lifting but itll keep on blowing up and respawning
Report, edit, etc...Posted by Clokr_ on 2004-07-30 at 10:07:35
Yeah, that's one of the uses of elevation. Another one is for keep where a unit is, and kill it or don't allow it to got on the cliffs.
Report, edit, etc...Posted by CheeZe on 2004-07-30 at 10:13:45
Low Elevation* - Normal Place (Jungle)
Low Air** - Water or Normal Place
Mid Elevation* - High Place (High Jungle)
Mid Air** - High Place
High Elevation* - Very High Place (High Temple)
High Air** - Very High Place (High Temple)

*Ground Units Only
**Air Units Only
Report, edit, etc...Posted by iamandragon on 2004-07-30 at 10:35:17
So...how can a computer reonize a burrowed and an unburrowed unit?
Report, edit, etc...Posted by PCFredZ on 2004-07-30 at 10:51:26
i think what they're saying is that burrowed units have the same elevation as unburrowed units
Report, edit, etc...Posted by CheeZe on 2004-07-30 at 10:53:27
QUOTE(iamandragon @ Jul 30 2004, 09:35 AM)
So...how can a computer reonize a burrowed and an unburrowed unit?

there is a way. clokr_ told me this: you have to have a location smaller than 1x1 centered on a unit that you want to detect if its' burrowed or not. then always have a unit created on that 1x1 square. if the unit is not created on that square, the unit is not burrowed. if it is, the unit is burrowed. this requires hyper triggers and some fast creating and removing pinch.gif
Report, edit, etc...Posted by PCFredZ on 2004-07-30 at 14:43:07
yeah, that's your best bet. i suppose you could also put an enemy unit with say 999 damage without a detector unit to stand next to the unit being tested and if it dies then obviously it wasn't burrowed but then again that might defeat the purpose of TESTING. go with cheeze's idea, use a dark templar or something...
Report, edit, etc...Posted by Clokr_ on 2004-07-30 at 15:41:17
What cheeze said is a wrong version of the method that Dabbu uses. Here is how to do it:

You need two locations, one on a side of the map "temp" and one smaller than 1 grid square (use SF, you can make a really little location) "move".

Trigger1:
Conditions: Always
Actions:
-Move location "move" on 'unitthatmustburrowhere'.
-Create one 'groundunithere' at "temp"
-Move one 'groundunithere' from "temp" to "move"
-Preserve trigger

Trigger2:
Conditions: Bring: player brings atleast one 'groundunithere' to move.
Actions:
-Remove all 'groundunithere' for player at move.
-Set switch 'burrowed'
-Preserve trigger

Trigger3:
Conditions: Bring: player brings exactly zero 'groundunithere' to move.
Actions:
-Remove all 'groundunithere' for player at temp.
-Clear switch 'burrowed'
-Preserve trigger
Report, edit, etc...Posted by iamandragon on 2004-07-30 at 21:38:15
Hmm...I think I should give up. Cux what I'm doing is to make a switch with a zerg unit, so when it burrows, it turns on the switch, and when the player unburrows the zerg unit, the switch is turned off--that's to switch between engage mode and travell mode in my RPG game. I dont wanna have that unit disappearing/killed so the player can simply group it and press '#' and U to engage quickly. Well forget it...
Report, edit, etc...Posted by Battleaxe3 on 2004-07-30 at 23:30:49
Accually...

In Jungle
Low Elevation - is like regualr jungle
Mid Elevation - is raised jungle
High Elevation - is like high dirt

In Twilight
Low would be the sunken ground
Mid would be regular ground
High would be the high dirt

Im sure you catch my drift by now....
Report, edit, etc...Posted by StealthyDeath on 2004-07-31 at 02:26:06
In twilight its actually different then what you would expect them to be.

Twilight Tileset

Water - Low
Dirt - Low
Mud - Low
Crushed Rock - Low
Crevices - Low
Flagstones - Low
Sunken Ground - Low
Basilica - Mid
High Dirt - Mid
High Crushed Rock - Mid
High Flagstones - Mid
High Sunken Ground - Low
High Basilica - High
Report, edit, etc...Posted by Clokr_ on 2004-07-31 at 11:04:20
Yeah, and in jungle mid elevation is not raised jungle, it is high dirt, and high elevation is high temple.
Report, edit, etc...Posted by PCFredZ on 2004-07-31 at 11:18:23
QUOTE(iamandragon @ Jul 30 2004, 08:38 PM)
Hmm...I think I should give up. Cux what I'm doing is to make a switch with a zerg unit, so when it burrows, it turns on the switch, and when the player unburrows the zerg unit, the switch is turned off--that's to switch between engage mode and travell mode in my RPG game. I dont wanna have that unit disappearing/killed so the player can simply group it and press '#' and U to engage quickly. Well forget it...

you can use a siege tank for this, and it'll be a LOT easier too, since tank mode and siege mode are like 2 different units in the Unit list... just take note of the few seconds it takes for the tank to switch from one form to another, you might as well take advantage of it somehow too
Report, edit, etc...Posted by DT_Battlekruser on 2004-07-31 at 12:27:52
QUOTE
Low Elevation* - Normal Place (Jungle)
Low Air** - Water or Normal Place
Mid Elevation* - High Place (High Jungle)
Mid Air** - High Place
High Elevation* - Very High Place (High Temple)
High Air** - Very High Place (High Temple)

*Ground Units Only
**Air Units Only


Wow, reading this scares me. For ground:

Low elevation - LOW terrain such a substructure on installation or rusty pit on space tiles
Mid Elevation - normal terrain
High Elevation - raised ground

Then you can bump it all up one on tilesets that dont use below normal elevation and go to what is stated above.
Report, edit, etc...Posted by Clokr_ on 2004-07-31 at 13:25:10
QUOTE(pcfredz @ Jul 31 2004, 10:18 AM)
QUOTE(iamandragon @ Jul 30 2004, 08:38 PM)
Hmm...I think I should give up. Cux what I'm doing is to make a switch with a zerg unit, so when it burrows, it turns on the switch, and when the player unburrows the zerg unit, the switch is turned off--that's to switch between engage mode and travell mode in my RPG game. I dont wanna have that unit disappearing/killed so the player can simply group it and press '#' and U to engage quickly. Well forget it...

you can use a siege tank for this, and it'll be a LOT easier too, since tank mode and siege mode are like 2 different units in the Unit list... just take note of the few seconds it takes for the tank to switch from one form to another, you might as well take advantage of it somehow too

There is really faster one: hydra-lurkeregg. Just set lurker build time to 99999999 and you have a switch: the user can morph the hydra to a lurkeregg and the lurkeregg to an hydra, and detect it with triggers.
Report, edit, etc...Posted by PCFredZ on 2004-08-01 at 12:16:33
but then the trigger would be create a toggle effect, since you can't have the lurker morph back into a hydra
Report, edit, etc...Posted by CheeZe on 2004-08-01 at 13:11:41
QUOTE(pcfredz @ Aug 1 2004, 11:16 AM)
but then the trigger would be create a toggle effect, since you can't have the lurker morph back into a hydra

he means have the egg turn back into a hydra
Report, edit, etc...Posted by EzDay281 on 2004-08-01 at 16:32:11
Alright I skipped the above posts, so..
I don't entirely understand what terrains are what elevation, seeing as there's 4 levels of terrain, and some tilesets only have 2 or 3.
Here, I'll list 4 terrain types of different elevations to you:
Sunken Desert, Ice, Jungle, Snow, Raised Jungle, Temple, High Dirt, High Raised jungle. Wait, doe sthat last one exist? Would it make a fifth?
Terrain elevations is somehting I've never experimented with...


But burrowed does not affect where a unit is! A Zergling on Med is still on Med if he burrows
Report, edit, etc...Posted by Clokr_ on 2004-08-01 at 18:31:11
QUOTE(CheeZe(U) @ Aug 1 2004, 12:11 PM)
QUOTE(pcfredz @ Aug 1 2004, 11:16 AM)
but then the trigger would be create a toggle effect, since you can't have the lurker morph back into a hydra

he means have the egg turn back into a hydra

Yeah, there is a cancel button, so setting the lurker to 9999999 build time you can have a hydra-lurkeregg switch, not a hydra-lurker one.
Report, edit, etc...Posted by iamandragon on 2004-08-02 at 00:28:50
Good idea at first sight, though it still doesnt work, cux I want the switch to be toggled automatically to off after some...time
I think I should just use a building trick...build unit to toggle switch ON, and another unit to toggle switch OFF...auto-toggle OFF once time's up...
Though I dislike that idea, well, no choice, do I?
Report, edit, etc...Posted by Psi on 2004-08-02 at 00:51:01
If you're making the on/off toggle for only one ability (or want a set applicative time for multiple abilities) then you could limit the lurker build time to the duration of the ability... but if you're aiming for different ability lengths, I would recommend a physical timer system that involves a 1-by-X square terrain line with (air) units moving along it (constantly or per-usage) to count down out of sight. Only disadvantages are managing an identifier of timer units if the number of these abilities goes over the amount of aircraft in SC, and the problem with identifying a timer aircraft with a player if it doesn't belong to that player. Sorry if this is overly complicated for your purpose, but the options are endless, and there is always a way.
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