Staredit Network

Staredit Network -> Concepts -> Walking dust
Report, edit, etc...Posted by Kenoli on 2005-05-15 at 04:13:31
A simple effect of burrowing dust as you walk, not as easy to make as it may seem. Check it out, and if you're interested in how it works you can look at the triggers.
Report, edit, etc...Posted by TRiGGaMaSTa on 2005-05-15 at 04:40:15
It's coool, but it's not perfect. Too much trouble for such alittle detail.
Report, edit, etc...Posted by warhammer40000 on 2005-05-15 at 11:23:34
Lol, that's cool, but theres one problem. The dust comes on every 3 or 4 steps. If u didnt have that, itd be really cool. lol...
Report, edit, etc...Posted by Kamikaze.Kow on 2005-05-15 at 14:09:07
I have a version of this where it comes every step, but you can see the zergling.. as it burrows, so i dont know how to fix it..

Any ideas on how to fix that?
Report, edit, etc...Posted by O)FaRTy1billion on 2005-05-15 at 14:24:38
Wouldn't you just make a zergling spawn under the unit and unburrow? (make the location the size of the unit so the zergling unburrowing wont effect it).

I'll try to make a way that looks cool.
Report, edit, etc...Posted by BeeR_KeG on 2005-05-15 at 14:40:23
Hmm... that gives me an idea Farty

Make the unitt under the unit in a 1x1 location as you stated.
Make a Bigger 2x2 or maybe 3x3 location following the same unit as the 1x1.
Make all burrowed units in the bigger location to Always unburrow.
Figure out the amount of time between the time when the order is issued and when the burrowed unit's body is now visible.
Find the 95% of X time.

I think the best unit for the would be the Defiler because of slow burrowing time.

Now here's the actual triggers:

1) Make Location A(1x1), LocationB(2x2) and LocationC(10x10) follow UnitX
2) If 0 Unit(Burrowable) are in Location B then create 1 Unit(Burrowable) in Location A
3) If 0 Unit(Burrowable) are in Location A and 1 Unit(Burrowable) is in Location B then Order All Zergling in Location B to Unburrow and Set Switch#
4) If Switch# is Set, Wait X time(The 95% stated above) and then Remove(Don't kill) all untis in Location C and then Disable Switch#

It's a very simple trigger system and it's effective. It'll produce 1 unit once every 2 tiles of movement so that it looks more like walking dust than just a bigass smoke.
Report, edit, etc...Posted by Kamikaze.Kow on 2005-05-15 at 14:45:23
That IS a good idea beer, but we still need to think of a way to make it so that the player wont see the unit burrow/unburrow (depending on which idea we wish to use.)

In my mind if you see the actual unit unburrow/burrow then its pointless..
Report, edit, etc...Posted by O)FaRTy1billion on 2005-05-15 at 15:08:01
What I am doing is this:
1) An area of high sand
2) A location the size of the marine ("Marine")
3) A 2x2 location ("Marine2"
4) A big location with Low Elevation disabled over everything
5) Low dirt blended to High sand (then when your on dirt, no dust tongue.gif)

Then when there is no burrowed unit at Marine, and is one at Marine2 it will unburrow and remove.
Then it creates on at Marine.

I'll tell you if it works or not after a bit of testing. If it does, I'll post the map.

ADDITION:
Ok, I made it. The zergling doesn't look much like dust, but its a start.
[attachmentid=8953]

I like my idea of making it so that you walk on dirt and it stops biggrin.gif I could have done the terraining a little better to make it a little nicer, but its good for now.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-05-15 at 15:15:02
Oo, this is nice. Only good for Desert Terrain though, or jungle stuff... we wouldn't want dust coming out in ice terrain blink.gif

I was also thinking of making footstep sounds with different terrain .. so if you were walking on instilation terrain on the platform you would hear 'thunk' 'thunk'... on jungle like stepping on grass ..etc but that involves me recording sounds and searching for them ... arg.

This is pretty nice, just that i can see the zergling burrow when the marine moves foward with his back toward your face ohmy.gif
Report, edit, etc...Posted by Sniper on 2005-05-15 at 18:09:19
its a nice effect but it makes the marine lag when it moves
Report, edit, etc...Posted by PodFedJay on 2005-05-15 at 21:36:18
Doesn't it suppose to? You are walking on sand mellow.gif
Report, edit, etc...Posted by Ultimo on 2005-05-16 at 09:30:26
Maybe you could cloak the zergling?
Report, edit, etc...Posted by KrAzY on 2005-05-16 at 10:08:04
Cloaking the zergling causes cloaked smoke, what Kamikaze.Kow showed me is a arbiter moving to the ling, then the ling burrows. (It shows smoke, yet ling is cloaked)
Report, edit, etc...Posted by www.com.au on 2005-05-26 at 18:34:01
interesting concept.

not to be used in rpg's




but otherwise good smile.gif
Report, edit, etc...Posted by Tdnfthe1 on 2005-05-28 at 18:23:27
QUOTE(DevliN_ @ May 16 2005, 07:30 AM)
Maybe you could cloak the zergling?
[right][snapback]209568[/snapback][/right]

Took my idea.... disgust.gif

Anyway why not make a large set of permanently cloacked lings and use those for your effect. I'm pretty sure it could be done.

Addition: Kenoli's version works fine....why did you say you can see the ling? I didn't see it.
Report, edit, etc...Posted by Kenoli on 2005-05-28 at 18:37:04
Burrowing undoes permanent cloak on zerg units.
Report, edit, etc...Posted by O)FaRTy1billion on 2005-05-29 at 13:58:51
If it cloaked with triggers burrowing does nothing, it is only if you use the glitch (arbiter to cloak) that it undoes.
Report, edit, etc...Posted by MarcX on 2005-06-02 at 11:44:33
You could have a trigger-cloaked arbiter near it, cloaking the zergling while there's still dust.
Report, edit, etc...Posted by MapUnprotector on 2005-06-02 at 22:18:08
How about putting an arbiter at the place where the ling unburrows so that it's cloaked there and then once you move it to unburrow under the marine it will still be cloaked yet in the process of uncloaking.
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