Staredit Network

Staredit Network -> UMS Assistance -> Null Walking
Report, edit, etc...Posted by Oo.Insane.oO on 2005-12-20 at 15:49:17
For my map I need to know which null you can access off of creep but I cant find it someone please help
Report, edit, etc...Posted by The_Shattered_moose on 2005-12-20 at 16:32:06
Do you mean which nulls are walkable? If so, its the null next to creep in the pallete.
Report, edit, etc...Posted by AgenT_Nick on 2005-12-20 at 16:32:22
ill i no is in innovation d 2.
its creep but in installation.
since installation doesnt allow buildings creep turns into null
this null can be walked on but the units go to the middle moving a lot (not able to attack/build) and they stack with out any triggers...
Report, edit, etc...Posted by Mp)MinigameEast on 2005-12-20 at 17:25:47
(1-14)
Report, edit, etc...Posted by Oo.Insane.oO on 2005-12-20 at 23:46:40
Hmm 1-14 doesnt work I guess ill just turn around the platform and have them start on null
Report, edit, etc...Posted by Mp)MinigameEast on 2005-12-21 at 00:02:40
oh i was talking about like you have to get on null to creep
not creep on to null.

i dont think its possible. but
i think if you put creep over the null then i think you can walk over them.

oh and if your doing it on space then its (1-13)
Report, edit, etc...Posted by Red2Blue on 2005-12-21 at 06:22:42
There is no creep that allows units to access null (if thats what you meant), you can however make units, using triggers, ON TOP of the null, this causes them to stand on the null and move around on the null until it leaves it and enters real pathable and walkable terrain... The tile is usually the one to the far right of the top most visible terrain (which is creep).


QUOTE
ill i no is in innovation d 2.
its creep but in installation.
since installation doesnt allow buildings creep turns into null
this null can be walked on but the units go to the middle moving a lot (not able to attack/build) and they stack with out any triggers...


All tilesets have the "null" tile, and all tilesets have many different null tiles.
The units are walking to the middle because a trigger is forcing them to walk to the middle, and they are stacking because they are continously issued the same command. This makes the units "bug out" and start walking on top of each other. This happens alot on mass maps like Golems.
Report, edit, etc...Posted by AgenT_Nick on 2005-12-21 at 09:55:08
very true.
but one thing is about the null on installation. i tryed with out triggers and still did the same thing. there is a way to get units on null on other tilesets but you would have to try out all the null's on the tileset index. this would take a lot of time plus waste space on ur comp.
Report, edit, etc...Posted by Oo.Insane.oO on 2005-12-21 at 12:12:53
QUOTE(Red2Blue @ Dec 21 2005, 06:22 AM)
There is no creep that allows units to access null (if thats what you meant), you can however make units, using triggers, ON TOP of the null, this causes them to stand on the null and move around on the null until it leaves it and enters real pathable and walkable terrain... The tile is usually the one to the far right of the top most visible terrain (which is creep).
All tilesets have the "null" tile, and all tilesets have many different null tiles.
The units are walking to the middle because a trigger is forcing them to walk to the middle, and they are stacking because they are continously issued the same command. This makes the units "bug out" and start walking on top of each other. This happens alot on mass maps like Golems.
[right][snapback]385203[/snapback][/right]


Ok I get it now goddamnit I waisted like 2 days working on an unfinishable map now sad.gif
Report, edit, etc...Posted by Oo.Turin.oO on 2005-12-21 at 13:23:31
2 days is not a long time.
Report, edit, etc...Posted by Oo.Insane.oO on 2005-12-21 at 14:26:05
QUOTE(Oo.Turin.oO @ Dec 21 2005, 01:23 PM)
2 days is not a long time.
[right][snapback]385381[/snapback][/right]


yeah I know but its still waisted because the map doesnt work right
Next Page (1)