1) How can we restrict Reapers to use their "Jump Cliff" ability, but only for certain areas/cliffs ?
2) What should be the trigger for this situation:
4 players are in separate areas. In each areas, there are 3 beacons. Players can choose any beacon with their chooser.
Over the beacons spawns a random set of units. This is supposed to represent one of the choices the player have.
As soon as a player chooses a beacon, the units that were over it are moved to an arena and given to him while the chooser is reset back to its initial position and can choose again between 3 other choices.
Each of the players must be able to choose 4 times.
The units spawning over beacons are pre-determinated in the sense that I do not want, for example, a Probe to appear there.
For the purpose of simplifying the trigger you'll design, here is an example-list of units that could appear over the beacons:
- 1 infestor
- 2 reapers
- 3 zealots
- 2 scvs and 100 minerals/gas
If a player chooses SCVs, he gets the resources, but only one time. If the SCVs respawn again in his choices, choosing them must not earn more resources to the players.
So yes, the same choice can re-appear, and yes, due to randomness, there could be a choice between 3 times the same unit-combo.
THANKS IN ADVANCE!
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1) I guess disable or disallow the behaviour as soon as "unit enters region and the unit type is == reaper".
2) First off, I do not fully understand what you meant with pre-detemined spawns and no probes there and so, but here is what I would do:

Basically, many unit groups and if conditions using a random integer, and when you enter a beacon for getting this unit this is the best way, uses only 1 trigger per beacon!
Over each beacon, there should be a reagion in which the selectable units should be, then this would be the simple trigger:
Pick Each Unit in Unit Group ( units in region matching conditions ( owned by player X, excluded dead and all those, with at most any amount in region BEACON1 ) )
-> Create 1 Unit ( Unit Type of ( Picked Unit) ) at Point X for Player Y
I sued it in my nexus PvZ as well, is quite good system

HINT: for the first part (setting random unit packs), there might be a better system but this is what came to my mind. Also, obviously, the event does not need to be Map Initiazation
EDIT: For the SCVS, you simply add another If Condition and check for the accumulated minerals, if he does have 100 then only spawn SCVs and do not add money.
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For the first one... Pathing layer my friend =)

Under View make sure you go to View > Show Pathing and ensure you have 'Show Mesh' and 'Show Climbable' checked. As you can see from the screen shot the Climbable is the blue color,simply add no pathing for the cliff as you would for flat ground.
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I'm glad to see SEN is much better at answering questions than Mapsters. >.<
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ha ha yeah the only response i got from Mapsters was "hey are you the guy that made House of the Haunted for SC1?"
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Now, how can we prevent Stalkers to Blink in a specific area?
And how can we prevent Transporters to Unload in a specific area?
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If you don't want the area to be walkable at all I would say to make it "no pathing" at all, this works for blink and all that.
Or you do it with triggers and disable the ability, haha

Not sure whether there is a pathing layer to disallow such specific abilities.
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Relatively ancient and inactive
I wouldn't expect there to be. You can probably try detecting when an order is given to unload/blink, checking location and canceling it. Might be easier than disabling the abilities when entering a region.
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my initial reaction would be to build your own custom "Blink" Ability and "Reaper Jump" Behavior.
if you go to the "Reaper Jump" in the Behavior list and hit "view" on the "mover", this is the actor that is placed where the reaper is going to land. at the bottom of the "Cliff Jumper" mover, you have a nice list of placement restrictions. You can use those "Pathing Flags" to manipulate the "Reaper Jump" and where it is allowed to be placed. I haven't messed with this myself, so I do not know if there is more that need be done.
Post has been edited 1 time(s), last time on Aug 4 2010, 8:43 am by Anthius.
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2) What should be the trigger for this situation:
4 players are in separate areas. In each areas, there are 3 beacons. Players can choose any beacon with their chooser.
Over the beacons spawns a random set of units. This is supposed to represent one of the choices the player have.
As soon as a player chooses a beacon, the units that were over it are moved to an arena and given to him while the chooser is reset back to its initial position and can choose again between 3 other choices.
Each of the players must be able to choose 4 times.
The units spawning over beacons are pre-determinated in the sense that I do not want, for example, a Probe to appear there.
For the purpose of simplifying the trigger you'll design, here is an example-list of units that could appear over the beacons:
- 1 infestor
- 2 reapers
- 3 zealots
- 2 scvs and 100 minerals/gas
If a player chooses SCVs, he gets the resources, but only one time. If the SCVs respawn again in his choices, choosing them must not earn more resources to the players.
So yes, the same choice can re-appear, and yes, due to randomness, there could be a choice between 3 times the same unit-combo.
THANKS IN ADVANCE!

As for this one... to clarify, you want the player to choose between 3 or 4 "groups" of units (random or otherwise).
Once they have chosen, they get those units, and then they must choose between another random set of 3 or 4 "groups"...
A few clarifications...
There are some things that they can only recieve once, and some things they can recieve multiple times???
Do all 4 players (1)make these choices at their own pace, or (2)do they do it each in turn, or (3)do they all do 1 round, and then wait for the others for the next round?
This is a complex enough situation, I'd just write a custom script for it... otherwise you'll need a whole slew of variables to track whether the player has recieved teach of the items... as well as differentiate between each of the players and allowing for variations in the number of players.
You'll want a variable or a loop structure for the choice making... then there's the management of each player's choices
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