The main idea is make an air unit (like shuttle) seem a ship. To do that you have to make it stop on the cliffs. Make locations in every cliff will waste all the 256 locations really soon, so you have to use some trigger tricks to make it.
There is a nice trigger method to make invisible "walls" so a unit can't exit on this location.
Combining it with location's elevation layers you can make cliffs be walls to that units, but the problem is that 'Low Air' is water and dirt, so it won't stop on watter cliffs and that's what I need.
I though of moving a group of units, and if any of them reach the destination location means that the unit is over / near walkable terrain and the trigger will fire to make a 'wall', but if the unit is flying over doodads / units / buildings it won't work right.
I can move burrowed units, but that means that I can ONLY check if the unit is OVER walkable terrain, what mean that it will stop on walkable terrain and not on the cliffs. Also it won't work with doodads.
I am asking if someone knows a better method to make a trigger fire when an unit is over watter cliffs. Any idea?

Both burrowed units and locations. Or stick the burrowed units around the cliffs so that it looks like you're stopping at the cliff (if you have the space).
Alternative to burrowed units you can use P12 observers. That would all your problems.
Placing units in all the cliffs is a BIG waste of units, they are not unlimited. I mean moving units on the shuttle and if they move means that there is walkable terrain there.
Not unless it's a huge map. You can place an observer every other tile and have a 3x3 location on the shuttle checking for that and moving it back.
256x256, full of islands.
You might place cloaked buildings or P12 Cloaked Air Units along the cliffs and center a location on the shuttle and if a Specific Building/P12 air unit enters that location then you are about to go over land.
A very long method would be to use a observer grid system. You give some of the observers from computer to computer depending where your observer is. You will know this by centering 2 locations (One the horizontal lenght of map and the other vertical) you will give a observer on top of the shuttle to another comp and then depending on which observer is given you use a switch/Death Count to determine wetehr or not it's going over land.
What tileset is it? Ice and I think Twilight have normal and high water, you could use the high water on the water, and whenever the shuttle is on low ground, it will stop. This is useless on Jungle or Badlands and some others though.
It seems like Clokr_ already made the terrain and I don't think he will re-do it.
You could use the unit displacement method to center locations around the shuttle and try to move burrowed units to the places around the shuttle. So as long as a burrowed unit can't be moved to any of the spots surrounding the shuttle then center a location on it. When a burrowed unit can move to a location around the shuddle, move the shuddle back.
Then if you parts of the shore that have doodads or something that would prevent burrowed units moving to along water lines make p12 observers in those spots. And do what was suggested above in addition to what I'm saying.
Wouldn't trying to move a unit o\below a shuttle over water create that ugly Unit Placement error? I really don't remember if move did that.
Hmm... I would do it like this: Give the player with the ship a missile turret and then make two locations, one to go over the Ship (Ship Location) and one to go over the Missile Turret (Missile Turret Location). Then write these triggers in this order:
Players:
Player with ship.
Conditions:
Current Player Commands exactly 1 Ship.
Actions:
Move all Missile Turret for Current Player at Missile Turret Location to Ship Location.
Preserve trigger.
Players:
Player with ship.
Conditions:
Current Player commands exactly 1 Ship.
Current Player brings exactly 0 Missile Turret to Ship Location.
Actions:
Move Location Ship Location: Center on Ship owned by Current Player at Anywhere.
Preserve trigger.
Players:
Player with ship.
Conditions:
Current Player commands exactly 1 Ship.
Current Player brings exactly 1 Missile Turret to Ship Location.
Actions:
Move all Missile Turret for Current Player at Anywhere to Missile Turret Location.
Move all Ship for Current Player at Anywhere to Ship Location.
Preserve trigger.
What this does is move the turret to the player's ship. If it can be moved there then the player is moved back to his earlier loccation where the turret couldn't be moved. If it can't be moved there, the player's follower location moves to the player. It's sort of a different Unit Halt system.
Maybe make the air unit constantly moved over a zergling or some ground unit. Then they can move the ling. But you would still have trouble with the islands and stuff. Just a though =p.
Can you make it square terrain? If u can, I'll tell u my method...
Beer, moving will not cause that error. Only creation will.
Nozomu, you just explained what method Clokr_ is already using. Only you made it worse by using a building and not a burrowed ling.
Clokr_ has already explored every method explained in this thread and he even stated that in his first post (except for the observers idea in my post).
What he wants is a seemless fast and easy method. The kind of thing that everyone wants but can never achieve in Starcraft. I'm saying this because I still don't see a way, Clokr_. You seriously should just give it up and use a combination of burrowed ling and p12 observers.
If I were to pre place a archon on water and then start the map, the archon wouldn't show up. My question is, how would this be different then pre placing a ling on a cliff?
Who here is talking about pre-placing a ling on a cliff?
We're talking about always moving a ling to a location on the shuttle so that if it DOES move then the shuttle is on land and it needs to be moved off land.
And the observers is used for cliffs. If he brings an observer to a location on the shuttle, he then moves the shuttle back. Just like the ling.
I think that I'll just place units along the coast, so I can make the shuttle stop in the water and not on the cliff. I'll use a 3x3 unit or so, so I dont have to fill all the coast with units, just each 3 grid squares and such. I think that I'll use ~600 on that :S
Actually, a building is a better idea than a burrowed Ling because buildings can only be moved to the center of a location, while units can "displace" around other units. The building idea is also good if you want an air unit to only be able to fly over creep, too.
Where does the ship get ordered to when it hits the coast?
But in this situation, a burrowed ling would be best.
I tried moving/creating a sunken at anywhere in a 128x128 map, and it won't work. I then tried to create a creep colony, and I only got 1 to be created. (And in both cases, no, there wasn't any units or buildings stopping the sunken and creep colony from being created.)
QUOTE(Nozomu @ Jan 14 2005, 01:45 PM)
Actually, a building is a better idea than a burrowed Ling because buildings can only be moved to the center of a location, while units can "displace" around other units. The building idea is also good if you want an air unit to only be able to fly over creep, too.
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But 'men' aren't displaced by terrain features, unless I'm mistaken. And the purpose is to determan weather or not your leaving the water.
I see your point but for the map described it is illrelivant.
QUOTE(Chill @ Jan 14 2005, 02:00 PM)
Where does the ship get ordered to when it hits the coast?
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The location that centers on it when zerglings are not near it.
I dont think observers would be good because you can also displace them with other air units if you go on top of them too much. Although maybe cocoons would work.
No, cocoons are not invisible, they will look ugly!. Also there won't be much air units.