Pretend there were 3 locations, Location A, Location B, and Location C. Is it possible to have Location A always go on top of a unit (Zealot for example), and always have Location B go on TOP of Location A, and always have Location C on TOP of Location B?
make them all center on the same unit...
use the 'move location' action. the 'at' location should be anywhere for this purpose.
ADDITION:
also, you can't really make locations go on top of each other. they just occupy the same space.
think of it like this. they all share the same altitude/height. one is not above any other. i'm not quite sure how to put it words, so jsut realize thay all share the same height. kinda like how air units stack.
He's right, take for example the floor in the room of two roomates sharing a room. Is a certain part of the floor in person A's room, or person B's room. It's in both, because they share the same space. neither of their space is above or below the other's, they're at the exact same place.
Unfortunately, I have no clue what you guys are saying.
So let me be clear on what I am actually saying, so there's no misunderstanding.
is Location A
is Location B
is Location C
This is a basic Diagram on what I'm trying to ask:
How would you make triggers so this is ALWAYS true?:
And the zealot is under
.
Always:
Center location A on zealot owned by player.
Center location B on zealot owned by player.
Center location C on zealot owned by player.
Preserve Trigger.
Instead of making analogies, I'll describe locations in a straight way. They are basically areas of a map blocked off by a min x, min y, max x, max y coordinates (by pixels). Locations would never be "ontop" of each other, but simply sharing the same space if the ranges of those 4 variables shared similar numbers.
I didn't understand your explanation either, but I tried out your triggers. Here is what I did:
Locations:
A
B
C
Triggers:
Trigger 1:
P1
Always();
MoveLocation(A, Zealot, P1, Anywhere);
MoveLocation(B, Zealot, P1, Anywhere);
MoveLocation(C, Zealot, P1, Anywhere);
PreserveTrigger();
Trigger 2:
P1
Always();
CreateUnit(1, Arbiter, A, P1);
CreateUnit(1, Arbiter, B, P1);
CreateUnit(1, Arbiter, C, P1);
PreserveTrigger();
But all it turned out to be was 3 created arbiters that weren't on above each other.
Um, you can't have 3 arbitors created exactly above each other. There is only 1 one height at which they fly at over one specific batch of terrain. So sorry, you can't create 3 air units at the same exact spot.
You could always make them Order Move to A after they were made, that'd make them fly to mesh with each other. But they will just separate afterwards unless you continually order them to move.
And you don't need to use 3 locations.. in this instance, they act exactly the same, and you can just do "create 3 units at A."
QUOTE(IDannyIKim @ Aug 15 2006, 05:52 PM)
But all it turned out to be was 3 created arbiters that weren't on above each other.
[right][snapback]545461[/snapback][/right]
this is the EXACT reason why i pointed this out specifically. you seem to think there are layers for locations. this is WRONG. they are all on the same layer. they all occupy one layer because there is only one layer to occupy.
same for air units being created by trigs. they need their own space. because they can't look for a spot on another layer(because there is only one layer), they have to search for empty space on that layer.
here:
LOCATION A:
LOCATION B:
LOCATION C:
the following is NOT possible:
(ON TOP OF EACH OTHER)
they are also NOT like this:
it's more like this:
(a combonation) except they act independanty
It's mathematical.
In real worl you cant put things into one space.
You can try drawing 3 lines on paper.
You draw all of them on each other and you still get 1 line.
And its really impossible to say, which one is upper, which one is lower.
So why Editor lets placing 3 locations into same space ?
Its easy. Look into the location prperties.
You an disable ones land actions or air actions.
For ecample LOCATION A affects land units only
LOCATION B affects air units only.
If you add a trigger "kill all any unit in location A", then all land units die, but if you use B, then all air units die. It's to make triggering easyer.
PS: the example is not only reason
actually it's not disabling a locations actions, but it's CONDITIONS; whenever the trigger CHECKS something in the location:
e.g. A location is in an area, there is a marine and a wraith in that location, the location is disabled in all the AIR properties;
the following trigger will affect the marine
CONDITIONS:
-Always();
ACTIONS:
-Move Unit(for "all players" move "any unit", all units @ "THE LOCATION" -> "ANYWHERE");
TRIGGER ENDING
the trigger will move the MARINE and not the WRAITH because the LOCATION cannot detect the wraiths existance.
the following trigger will affect the WRAITH
CONDITIONS:
-Always();
ACTIONS:
-Move Unit(for "all Players" move "terran wraith", all units @ "anywhere" -> "the location");