Staredit Network

Staredit Network -> UMS Assistance -> The point in Elevations?
Report, edit, etc...Posted by Ninebreaker on 2005-11-14 at 01:14:30
I see a point for the 3 ground elevations, but what are the air elevations used for, since all units fly at the same height?
Report, edit, etc...Posted by notnuclearrabbit on 2005-11-14 at 03:12:27
[center]No they don't... I think there's a chart somewhere...[/center]
Report, edit, etc...Posted by fishgold on 2005-11-14 at 03:46:50
QUOTE(Ninebreaker @ Nov 14 2005, 06:14 PM)
I see a point for the 3 ground elevations, but what are the air elevations used for, since all units fly at the same height?
[right][snapback]355558[/snapback][/right]

If air unit is above the mid ground then it is in mid air. And likewise, if it is above lowest ground then it is in low air.
Report, edit, etc...Posted by PCFredZ on 2005-11-14 at 17:23:26
One RPG featuring an Overlord as the main unit takes advantage of this to restrict the Overlord so it starts on high terrain (ergo high air) and can't fly over cliffs, which have mid air, seemingly restricted to ground-only terrain.
Report, edit, etc...Posted by Oo.Turin.oO on 2005-11-14 at 19:42:39
Wait are you serious? That works!!!? He just made the overlord at a ground level and now it can't go over cliffs? Oh awsome, you could make boats that way to, so they only stay in water (maybe?).
Report, edit, etc...Posted by Ninebreaker on 2005-11-14 at 20:00:51
Err... so if i create a wraith in a location with low elevation, the wraith cannot fly over high dirt?
Report, edit, etc...Posted by PCFredZ on 2005-11-14 at 20:08:34
Allow me to elaborate. Basically the map takes advantange of the fact that Air locations really can detect changes in elevation, which changes at cliffs.

The reason that the RPG I described worked was that it only had 1 unit to restrict. One trigger constantly moved a location on the Overlord. Another checks if the Overlord is over the Cliff which has a different Air Elevation, and if so, it moves the Overlord back to its location. For this to work, the moving location trigger must be created AFTER the checking trigger, so it executes AFTER it, resulting in the Overlord's Elevation to be checked BEFORE its location catches up with it.

The boat idea could work, but under one condition: that you use a different elevation to differentiate between water and ground. The problem, as you can see, is that (I'd expect) they're the same. The solution is that you can substitute another elevation using SCMDraft or Starforge at the border of the river to create the change in elevation. The most seamless way to do this, I'd imagine, is to use the Ice tileset, which has Water and High Water.
Next Page (1)