Staredit Network

Staredit Network -> UMS Assistance -> Walk Through Building
Report, edit, etc...Posted by rockz on 2006-12-11 at 01:39:31
I want to make a spawning pool people can walk on top of (it's a pool, isn't it?), preferably just pre-placed, but if triggers are the only way, I can do that too.
Report, edit, etc...Posted by CheatEnabled on 2006-12-11 at 05:43:12
I don't think you can make it walkable. It's a building, and you can't walk on them unless they are disabled and then enabled, and often the disabling causes the map to crash. Spawning Poll crashes Starcraft when disabled.
Report, edit, etc...Posted by spinesheath on 2006-12-11 at 07:18:43
Preplace (stack) 2 pools and remove one via triggers. That should do the trick. If it should be invincible anyways, just use a sprite.
Report, edit, etc...Posted by Lord-Omega on 2006-12-11 at 10:38:51
QUOTE(CheatEnabled @ Dec 11 2006, 05:43 AM)
I don't think you can make it walkable. It's a building, and you can't walk on them unless they are disabled and then enabled, and often the disabling causes the map to crash. Spawning Poll crashes Starcraft when disabled.
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even so, just make it a neutral players and where no one can see, then have a trig that condition is always, actions are disable doodad state for spawning pool, then enable, then give to the player you wnat it to be ownd by.
Report, edit, etc...Posted by Mp)Blu on 2006-12-11 at 11:04:51
Spawning Pools are walkable if you isolate the pool in square terrain, around the same size as the pool, and then place another unit on top of the pool.
Report, edit, etc...Posted by rockz on 2006-12-11 at 14:11:34
QUOTE(spinesheath @ Dec 11 2006, 07:18 AM)
Preplace (stack) 2 pools and remove one via triggers. That should do the trick. If it should be invincible anyways, just use a sprite.
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Sprite works, but I'd rather have an actual name in there too. Preplacing 2 and then removing one doesn't seem to do anything.

QUOTE(Lord-Omega @ Dec 11 2006, 10:38 AM)
even so, just make it a neutral players and where no one can see, then have a trig that condition is always, actions are disable doodad state for spawning pool, then enable, then give to the player you wnat it to be ownd by.
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Okay, I made a map where i have a drone next to pool, conditions are always, I give pool to p12, disable, enable, give back to p1. It doesn't work, and it crashed the first time I tried it.

QUOTE(Mp)Blu @ Dec 11 2006, 11:04 AM)
Spawning Pools are walkable if you isolate the pool in square terrain, around the same size as the pool, and then place another unit on top of the pool.
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It would be cool to see, but i believe you just get an error or the unit ends up outside the area.
Report, edit, etc...Posted by spinesheath on 2006-12-11 at 14:31:05
Did you actually try the stack-2-remove-1 thing? At least the pool MUST become buildable, so why shouldn't it be walkable then?
Report, edit, etc...Posted by rockz on 2006-12-11 at 15:52:49
QUOTE(spinesheath @ Dec 11 2006, 02:31 PM)
Did you actually try the stack-2-remove-1 thing? At least the pool MUST become buildable, so why shouldn't it be walkable then?
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Buildable, not walkable. When you build, the drone moves all the way up to the spawning pool, but does not actually go on top of it (like one does when building on geyser).
Report, edit, etc...Posted by spinesheath on 2006-12-11 at 15:59:28
Meh, that's stupid...
Report, edit, etc...Posted by Ultramilkman on 2006-12-11 at 20:33:12
You can make it walkable if it's ingame, the player just have to do some work thumbup.gif

Stack the drone (as in hydra stack) then make it build anything, it should be walkable. Don't think there is anyways make them walkable preplaced.
Report, edit, etc...Posted by rockz on 2006-12-12 at 00:24:10
QUOTE(Ultramilkman @ Dec 11 2006, 08:33 PM)
You can make it walkable if it's ingame, the player just have to do some work thumbup.gif

Stack the drone (as in hydra stack) then make it build anything, it should be walkable. Don't think there is anyways make them walkable preplaced.
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That's why I know its possible. It just doesn't fit the mood of a war map for you to have to make your own "healing" pool.

Another question on the sprite though, can I keep it animated? I'm thinking you just enable it constantly, but I'm not sure.
Report, edit, etc...Posted by Gigins on 2006-12-12 at 02:33:54
Can't have it animated. I would suggest, for a healing pool, use a disabled beacon, it will looks much cooler and won't give you any trouble. biggrin.gif
QUOTE
Meh, that's stupid...

Thats not stupid, buildable doesn't have to be walkable. For example if you turn vision for yourself off, you can build anywhere on valid terrain. But you can't walk over units or building just because you can't see them. Removing 1 of 2 stacked building just mark the spot buildable, but the 2nd building is still there, thats why you can't walk it. I don't see anything stupid there.
Report, edit, etc...Posted by spinesheath on 2006-12-12 at 03:17:35
Well, building something makes the terrain somwhat unwalkable as well. But sadly it does not really become unwalkable, but is handled by the pathfinding algorithms, which then again causes some pathfinding problems. If terrain with buildings on it would be marked as unwalkable, and - if it was walkable before - as walkable after the building is removed, this would fix several issues.
Maybe it would cause new problems, though, dunno... tongue.gif
Report, edit, etc...Posted by Mp)Blu on 2006-12-12 at 11:05:00
QUOTE
It would be cool to see, but i believe you just get an error or the unit ends up outside the area.
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This does work. The unit only ends up outside the area if you did not isolate the spawning pool[surround it with unwalkable terrain]
Report, edit, etc...Posted by rockz on 2006-12-12 at 16:41:40
QUOTE(Mp)Blu @ Dec 12 2006, 11:05 AM)
This does work. The unit only ends up outside the area if you did not isolate the spawning pool[surround it with unwalkable terrain]
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Neat. I may have to try it, but ah, it won't work for my purpose very well.

I still like the pool sprite better than a disabled beacon, but I think I'd like to have a walkable pool the best.
Report, edit, etc...Posted by Oo.Insane.oO on 2006-12-12 at 17:07:08
QUOTE(Mp)Blu @ Dec 11 2006, 11:04 AM)
Spawning Pools are walkable if you isolate the pool in square terrain, around the same size as the pool, and then place another unit on top of the pool.
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Actually alot of buildings can be walkable if you do it like that but I dont think thats what he is looking for
Report, edit, etc...Posted by Mp)Blu on 2006-12-12 at 20:51:46
Maybe not. When the unit is placed on top of the pool, the unit acts like an SCV when going through minerals [Which is them trying to get off the building] So I don't think you'll be able to control the unit very well. pinch.gif
Report, edit, etc...Posted by Ultramilkman on 2006-12-12 at 21:44:50
What you mean Mp)Blue? The building practically (scratch that, TOTALLY) turns into terrain. Just like a sprite, but a clickable spite wooooooooooo.
The unit does not go everywhere like scv does, it's just a usable terrain.

You should try it, it's really really really really cool clapping.gif

Addition: Oh yea forgot to say this:
You can put a spawning pool sprite, then underneath it a beacon (called heal?) So players can right click and go to it thumbup.gif
Report, edit, etc...Posted by NerdyTerdy on 2006-12-12 at 21:54:57
Milkman, are you sure about this? It certainly didn't act this way for me when I did this (it was a while back). Did the patch change this?
Report, edit, etc...Posted by Mp)Blu on 2006-12-12 at 22:35:02
QUOTE(NerdyTerdy @ Dec 12 2006, 08:54 PM)
Milkman, are you sure about this?  It certainly didn't act this way for me when I did this (it was a while back).  Did the patch change this?
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Yea I agree. When I made this a long time ago, it worked as I described it. Maybe the patch has changed it.
Report, edit, etc...Posted by spinesheath on 2006-12-13 at 00:20:54
a) how could a pool turn into terrain? All it could do is look as if, but it never can turn into terrain. Btw, can you move another unit there with triggers or even a dropship?

b) I guess he wants to walk onto it from the outside. It's pretty unlikely you'll manage to do that with an isolated pool...
Report, edit, etc...Posted by rockz on 2006-12-13 at 02:38:55
user posted imageuser posted image
Here's the two pictures I took that are of importance. Notice on the left: I removed one of the spawning pools and yes, I can build on it. Then, notice on the right, I have the sprite on top of a Zerg Beacon. Works awesome, even if it takes up 2 units on the map sad.gif. Finally, the third thing we've been talking about, it seems people are right, and I was wrong. The scv really does walk around on top of it, but I was right about it being pretty cool to see. Also, he is quite impossible to control, as you should be able to tell from the two pictures. I didn't move him at all, he just started moving on his own, like he's on top of a, uh, building. I removed 3 of the spawning pools on top of all the buildings (there were 5, a beacon, and a sprite.), so it seems that removed buildings are really not controllably/usefully walkable.

The sprite actually works better than I had hoped, since it goes on top of the person while they are on the center of the beacon, almost like they are in the pool. The only thing that would make this cooler is if the sprite moved. I'd still be interested in a real trigger created walkable spawning pool, also because if we can make one of those, it might be possible to make walkable buildings of other sorts via triggers, perhaps even protoss buildings.

Since my question is more or less answered, maybe we can move this topic into the Concepts forum. It seems to fit there more.

Oh yeah, Ultramilkman is my hero.
QUOTE(spinesheath @ Dec 13 2006, 12:20 AM)
a) how could a pool turn into terrain? All it could do is look as if, but it never can turn into terrain. Btw, can you move another unit there with triggers or even a dropship?

b) I guess he wants to walk onto it from the outside. It's pretty unlikely you'll manage to do that with an isolated pool...
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a)Triggers result in error, I'm assuming MOVING them just doesnt work, and dropships don't work. You can, however, pick people up off of it tongue.gif.
b)correct, I want to walk on it from the bottom, which as decribed above makes perfect sense to use the beacon/sprite combo.
Report, edit, etc...Posted by spinesheath on 2006-12-13 at 03:49:24
Well, then there is no known possibility to make a building actually walkable. Except for the beacon which should be considered a building as well...
The closed-off pool is not walkable. It's only the well-known slide-on-units glitch which you for example have all the time when building with SCVs.
Report, edit, etc...Posted by Owyn on 2006-12-13 at 04:41:10
1st:
place bunker, place pool on it, remove bunker with triggers at game start.
now you can build on pool, but not walk throught it.

2nd:
stack drone, build pool, now you can walk on it, but not build on it.

if there was a way to order comp drone to build spawn pool, so you could make it with triggers.
Report, edit, etc...Posted by Ihjel on 2006-12-13 at 04:47:56
Preplaced-disabled sprite-units are walkable and do not crash happy.gif
http://img214.imageshack.us/img214/5180/sc...06104923jh2.png
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