Staredit Network

Staredit Network -> UMS Assistance -> Location Elevations?
Report, edit, etc...Posted by coolboymart on 2006-09-04 at 09:43:13
I am currently making a map, which i have named 'Kingship Of Hœn'.
I am using bandlands.

This is in some way similar to The Rebuilding of Eora, but there are no geysers - you build your spawns where you want, and it the spawn works similar to 'Heros of Might and Magic', but instead of buildings you create the unit you want at the bottom of the map.

But, I want to have the air spawn forced to be costal.
In my ultimate wisdom i decided to make the Air Spawn have a location following it, which had the elevations ticked for all ground, but *only* low for air.

The idea was that if it only spawned over sea, if the costal spawn was placed anywhere else then the spawn would become unplacable. I devised a system in which there would always be enough space to spawn. I then became a genuis tongue.gif .

But I didnt know whether low=sea. So, I made a test map. This had a location over some land , but a little corner of the location over some sea. Then I made it only ticked for 'low' and made a trigger to put a protoss shuttle on it.
Then i booted up SC to test it. I went onto b.net, hosted a game, and it was not on the game list.
I renamed it to 'test' with 6 spaces before it. Still didnt come up.

So, I posted this here.
I would like to know

A) If there is any other way to make it only spawn over sea, without locationing the whole sea or land.
B) If you can recreate this problem
I am using a mac, and StarEdit Emerald

ADDITION:
Now i am remaking the test map in regular staredit.
Report, edit, etc...Posted by Falkoner on 2006-09-04 at 09:50:43
Weird that it won't show up, well, SC does hate it's mac users smile.gif, anyway, try these topics for help:
Tutorial #11
and
Tutorial #126

See if they help at all
Report, edit, etc...Posted by coolboymart on 2006-09-04 at 09:53:26
I have finished makeing it in regular staredit and SC vannila - it did open but the shuttle appeared over the dirt not the sea.
Report, edit, etc...Posted by Falkoner on 2006-09-04 at 09:55:05
I'm not sure there IS a sea elevation, maybe you should have all the rest of your map be on medium elevation, and then the sea would be low elevation
Report, edit, etc...Posted by coolboymart on 2006-09-04 at 09:59:13
Thanks, i had already read the first one, but the second one was slightly helpful.
I mean dude, at least once Ive got my air units to spawn I can make em only fly over sea :S
Even though i had already thought of a way to do that before, it would need 24 triggers to work (exactly).

ADDITION:
Hey thats an idea, I dont use high terrain much except for boundaries....
Thanks.
You don't happen to know an editor for mac which does square terrain? I know about the bug but that is 2x1, and you cannot do null or cliff.
Report, edit, etc...Posted by Falkoner on 2006-09-04 at 22:32:37
Wow, lotsa tirggers for one, thing, I guess making a seigetank a transport is that hard too though.., yup I did some testing, and there is no way to detect that using that way, you could try teleporting a burrowed unit under neath the unit there, and if it can't get teleported then that means they are over water

I tried testing a no elevation location sweatdrop.gif but it didin't work sad.gif

ADDITION:
No idea, thats a problem mac has, other than sc hates them, no square terrain easily found...

ADDITION:
>Solved

ADDITION:
dang, that didnt work smile.gif
Report, edit, etc...Posted by Laser_Dude on 2006-09-05 at 12:04:10
note that elevations do not apply for create/move units. It will always place the units at the center of the location, whether or not it's at the right elevation.

Although you might be able to keep units off high ground, you can only do this for individual units. A way to test for water under your unit would be to move a unit under your unit, if the unit moves, then you're over land, make sure the location is big enough so that cliffs aren't affected. This only works for individual units.
Report, edit, etc...Posted by Falkoner on 2006-09-05 at 20:01:19
We know that, he's trying to DETECT if the unit goes on water, not move it to a location in the water happy.gif
Report, edit, etc...Posted by MoonlighTurtle on 2006-09-05 at 20:43:28
laser_dude's method still applies for detecting if the unit goes on water
QUOTE
A way to test for water under your unit would be to move a unit under your unit, if the unit moves, then you're over land, make sure the location is big enough so that cliffs aren't affected. This only works for individual units.
Next Page (1)