Staredit Network

Staredit Network -> UMS Assistance -> Walking on Water
Report, edit, etc...Posted by LazyCoder on 2006-07-03 at 21:09:00
Hi, I used the null terrain thing to get a unit to walk on the water, the only problem is that they don't exactly go straight. They sortof wander around in random directions. Is there any way around this?
Report, edit, etc...Posted by JoJo. on 2006-07-03 at 21:15:09
QUOTE(LazyCoder @ Jul 3 2006, 07:08 PM)
Hi, I used the null terrain thing to get a unit to walk on the water, the only problem is that they don't exactly go straight.  They sortof wander around in random directions.  Is there any way around this?
[right][snapback]517465[/snapback][/right]

The reason the unit moves around is because the tile displaces the unit which automatically moves the unit to try and get of the displacing thing its on, I don't think you can completely stop the wandering of units but you might be able to order the units so they walk in the direction you want.
Report, edit, etc...Posted by A_of_s_t on 2006-07-03 at 22:43:28
Use the move/order to keep them from going out very far.
Report, edit, etc...Posted by Red2Blue on 2006-07-07 at 03:05:38
Make sure you use a hyper trigger as you need to input almost hundreds of commands per second to get the unit from displacing off the unwalkable and/or unpathable terrain. smile.gif Any slower would still cause the unit to walk off the water.
Report, edit, etc...Posted by Kenoli on 2006-07-07 at 09:36:56
QUOTE(Red2Blue)
Make sure you use a hyper trigger as you need to input almost hundreds of commands per second to get the unit from displacing off the unwalkable and/or unpathable terrain.  Any slower would still cause the unit to walk off the water.
I'm pretty sure hyper triggers yield ~12 trigger cycles per second, not hundreds.
Report, edit, etc...Posted by DaMiNaToR on 2006-07-07 at 10:09:49
In doing this, you're still going to have the unit be twitching all the time, even if it does start moving in the direction that you want it to.

Umm..could you explain how you did this, cause I'm not at all sure. confused.gif
Report, edit, etc...Posted by Noober on 2006-07-07 at 11:03:37
Put some null terrain down (the ones next to creep) and place or create units on it. They can move to unwalkable terrain.
Report, edit, etc...Posted by DaMiNaToR on 2006-07-07 at 11:04:22
QUOTE(Noober @ Jul 7 2006, 10:03 AM)
Put some null terrain down (the ones next to creep) and place or create units on it. They can move to unwalkable terrain.
[right][snapback]519251[/snapback][/right]


Yay!
Report, edit, etc...Posted by Ren on 2006-07-07 at 18:16:44
How do you place a null terrain?
Report, edit, etc...Posted by XGuy on 2006-07-07 at 18:33:21
download starforge, u can make null terrain with that

(HAH FIRST TO HELP!)
Report, edit, etc...Posted by Ren on 2006-07-07 at 18:40:19
Yea but how? do you place water terrains that walkable. and can you use scmd?
Report, edit, etc...Posted by XGuy on 2006-07-07 at 18:57:34
no... null terrain is that black terrain, its not some special type of tile
Report, edit, etc...Posted by ZiQi on 2006-07-08 at 01:32:02
its 1-13 right? i tried that n it dont work..

"walkable terrain" meaning say if I have a marine on regular terrain.. it can walk on the space terrain like a regular terrain?
Report, edit, etc...Posted by sharf on 2006-07-08 at 01:46:04
let me shed some light on this little action,
user posted image those 3 selected tiles are the ones that you move a unit to, to make this effect, place one of these tiles next to unwalkable terrain, create or move a unit on the null, then order the unit to move to the unwalkable terrain. Now, you can order them to move, or click REALY fast to make them move were you want, but you will always have that uncontrolable movement, also if the unit leaves the unwalkable terrain, it can't go back on it unless you move it back to the null

NOTE: you can't move the unit onto the null manualy, you must use the teleport(move) unit to location(null)

Report, edit, etc...Posted by Red2Blue on 2006-07-08 at 01:59:56
QUOTE
I'm pretty sure hyper triggers yield ~12 trigger cycles per second, not hundreds.

Sorry, I was inferring that the trigger would include more than one: "issue move" command within one cycle.

It happens 12~13 per cycle if you use it once in one trigger in one cycle with a preserve trigger.
Report, edit, etc...Posted by XGuy on 2006-07-09 at 00:00:16
what r u talking about? Only 1-14 works, the others dont
Report, edit, etc...Posted by sharf on 2006-07-09 at 00:36:35
THE HIGLIGHTED ONES you fool, the THREE GREEN ONES!
Report, edit, etc...Posted by XGuy on 2006-07-09 at 00:58:28
Exactly.. i said "1-14" The highlighted ones arent just "1-14"

"You fool..."
Report, edit, etc...Posted by Kenoli on 2006-07-09 at 01:06:31
All three of those tiles are walkable.
Report, edit, etc...Posted by XGuy on 2006-07-09 at 01:10:50
must be terrain or something, i tried 1-13 and it didnt work sad.gif

And if i am wrong, sry u know im an idiot biggrin.gif
Report, edit, etc...Posted by sharf on 2006-07-09 at 13:45:46
as long as you don't give people the wrong info dry.gif
Next Page (1)