I figured this out about a year ago by accident, then forgot about it. SO I made this map. Basically you put a unit on a spawning pool on installation terrain that is the smallest terrain units can be put on using isometrical terrain. Any unit on the ground will flaot, and it'll go around randomly.
It will go through other units, and sieging under a builfing kills the tank, but you can sige not under the building fine.
Sounds intresting, do you know why it does this because it would be nice to know or is it one of those things that you cant explain?
DarkDeath19
Yeah...I figured this out...a long time ago. ALso..you can place a bunch of units over water in jungle terrain and I got some units to walk on water
(Well..of course using the spawning pool/one square terriain method I stacked a bunch of units (A lot in one area) and they spread out going into the water. I don't have a map with me now..but I will post if I can find it.
Its been around on a couple of Bound maps i used to know ages ago, but yeah, you start them on ground they can be placed on and have buildings for them to work over.
I never figured out why they left the terrain. I thought they woukld walk around and stay on terrain, but this disproves that.
I have never been able to stack units on water, they're always unplaced in SC.
Grrrr. Anyways, It doesn't seem to work with SF2 terrain. I don'
t know why, but someone must...right?
How i do it, is place them all close together on a tiny piece of land, so small that they have to move out to get air and that causes them to go onto "water".
And it doesn't make the unit unplaceable thing? Cool. I'll try it. Floating units is fun.
It can sometimes cause the unit unplacable, it matters on the unit i suppose, but more interesting, is that certain terrain types from Starforge which shouldn't be walked on can, or when only half of it can, they move crazy-like!
wow..that sounds really cool..ima go try that ive always wanted to have a unit walk on water..
Make a burrowed Zergling in a 1x1 square then unburow it and preserve trigger.
Did you guys notice that if you seige on the spawning pool too it kills the tank as well? I thought that the crush a tank thing would only work with terran buildings, but it works with all, no matter the race. That's cool! good job.
hm...there's an easier way....
just make the first black tile from the creep line (in the terrain-palette) [1-13] somewhere on the water, create/place a unit on this black tile and order this unit to move or use the ai-script crazy junkyard....
Oh yeah, good job. Units can be placed on null terrain but they don't stay there right? A lot easier than my idea, but it's still fun. If you have a map where you need floating units and spawning pools in Installation, my idea is good, but other than that....
You can make it preplace a Spare Computer Slot with Zerg Creep, and units can be on that.
You mean where they move around on creep over null?, or just on creep. I don't understand what you mean, but I'm simple minded.
Did the game rename the lurker or did you cuz that was weird, I assume you renamed it, but who knows? lol.
lol. I was playing around earlier to see if I could change the wireframe, so it looked like a burrowed siege tank. I did that. Don't worry, lol. It was a 'recycled' map from failed experiments, and I left the Lurkers there.
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Oh yeah, good job. Units can be placed on null terrain but they don't stay there right? A lot easier than my idea, but it's still fun. If you have a map where you need floating units and spawning pools in Installation, my idea is good, but other than that
They stay on the null just fine but you can walk off of it and when you do that they start spazing.
I played around with it, and it's a lot of fun. Only problem si that even with hyper triggers and order move, if you had a ton of stacked zerglings, the units will walk off anyways. They will walk through any terrain or unit to get off. Kind of annoying.