Blocking Areas
Feb 23 2008, 1:34 pm
By: Oh_Man  

Feb 23 2008, 1:34 pm Oh_Man Post #1

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ok I have a painfully simple question for you all:

i want to block off a certain area, like a gap in between two mountains i want to block it off how would I do this using least amount of locations possible? And I would prefer not to use gates, actually I was thinking more along the lines of creating those doodads the ones that look like weird ass rock things. but i culdnt figer out a way to do this with only one location




Feb 23 2008, 1:44 pm Trigger Post #2



Now wait... you want to have the mountains there with a gap, but dont want the players to pass?

If so you could always have a neutral player and use the old fashion DT way. Make them invicible thou. Takes no locations only a few DTs.

My answer is probably silly.



None.

Feb 23 2008, 1:59 pm Oh_Man Post #3

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nah the players pass through it originally, but then it closes behind them. and no dts would just block the player but from the players point of view it look like they should be passing.

i want it to be visually blocked as well as physically.




Feb 23 2008, 4:49 pm Impeached Post #4



Use a door? All you need is to use the AI script for opening the door at the location, then closing it when wanted.



None.

Feb 23 2008, 7:08 pm NudeRaider Post #5

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

-.- he stated he DIDN'T want gates.

2 things come in my mind:
- Place a building that blocks the way

- or use a combo of triggers setting the players back to a nearby location when they enter the location blocking the exit and death animations. Dying Zerg for a wall of lava or blood, dying terrans for a wall of fire, dying protoss for a wall of ice or energy.




Feb 24 2008, 12:29 am Falkoner Post #6



If you've played Rush, a good effect like this is made when you get through the cave level, I would just use a mobile grid to create DTs to block them, then for looks make a massive amount of those rock sprites.



None.

Feb 24 2008, 2:35 am Vi3t-X Post #7



Ah the mobile grid... ACtually, whatever happened to RUSH? TT said he was gonna make a pt 2 to it...

Anyways, the mobile grid is a good idea. If you want an area sealed off permaneatly, I suppose you could have a few burrowed zerglings, center locations around them and have explosions or something.
OR

Preplace a series of DTs
Center an odd number around the dt (1x1, 3x3, etc..)
When heros approach, zerg units unburrow [moving the DT(s)]
Heros kill em, DTs move back to location, thus forming a wall.

Other then that... ask Tux



None.

Feb 26 2008, 12:31 pm Oh_Man Post #8

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yes the effect with the rock doodads was a perfect example of both a visual and physical block. actually what i had in mind wen i asked the qustion

how would i go about doing this? plz be detailed lol i have no idea wat a mobile grid is...




Feb 26 2008, 1:48 pm Falkoner Post #9



It's not really a mobile grid, all you do, is have a bunch of burrowed units, in the spots where you want the DT's to be, then you center a location on one, create a DT, remove it, then do it again, until all the DT's are gone, then you only use one location to place as many DTs as you need.



None.

Feb 27 2008, 2:46 am who Post #10



you mean center on the burrowed unit, create a dt, remove then burrowed unit, and repeat until all the burrowed units are gone, right?



None.

Feb 27 2008, 3:09 am Falkoner Post #11



Yeah.



None.

Feb 28 2008, 10:51 am Oh_Man Post #12

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so simple yet so complex! thanks :P




Feb 28 2008, 11:00 pm Vi3t-X Post #13



And thats the end of that chapter Homer Simpson



None.

Feb 29 2008, 5:52 am Vrael Post #14



You could have your conditions, then order the players units "move" at that location in conjunction with hyper triggers. As long as you have another stationary location somewhere in the direction you want them to go it should work fine.



None.

Feb 29 2008, 10:48 am NudeRaider Post #15

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Vrael
You could have your conditions, then order the players units "move" at that location in conjunction with hyper triggers. As long as you have another stationary location somewhere in the direction you want them to go it should work fine.
That's what I said. But you missed a solution for a visible block.




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[2026-1-27. : 10:57 pm]
NudeRaider -- DarkenedFantasies
DarkenedFantasies shouted: As for the 0 bytes zip, you just rename the file extension of any 0-byte file to zip. I however had to make it 1 byte because SEN throws an error when uploading a 0 bytes file.
yeah, that much is obvious, but I can only check if that's actualy the case (and not just the size rounded down) if I download the file.
[2026-1-27. : 10:52 pm]
NudeRaider -- Oh and that's on Win 10 as well, but a IoT Enterprise LTSC edition which (I think?) misses the latest feature upgrades, despite being current on security updates.
[2026-1-27. : 10:48 pm]
NudeRaider -- DarkenedFantasies
DarkenedFantasies shouted: On Win10, when I right-click > New > Compressed Folder, I get the 22B file that I had. This is only the EOCD header, with the magic number 0x06054B50 and the remaining 18 bytes are null.
oof, so much to unpack for such a seemingly insignificant topic. Firstly I tried with 7zip. Choosing the default right click > 7zip > Send to "filename.zip" on an empty file creates a 156 Bytes .zip. 82 Bytes I only get via custom options. Secondly I don't have > New > Compressed folder, I have Send To > Compressed (zipped) Folder. When I do that Windows refuses to create it because it's empty. If I do it on a 0 Byte file the resulting zip is 140 Bytes. Under rightclick -> new (on the empty area of a folder) I can only create a (regular) folder and several file types like text, spreadsheet, image etc. but not zip.
[2026-1-27. : 3:09 pm]
DarkenedFantasies -- As for the 0 bytes zip, you just rename the file extension of any 0-byte file to zip. I however had to make it 1 byte because SEN throws an error when uploading a 0 bytes file.
[2026-1-27. : 3:07 pm]
DarkenedFantasies -- On Win10, when I right-click > New > Compressed Folder, I get the 22B file that I had. This is only the EOCD header, with the magic number 0x06054B50 and the remaining 18 bytes are null.
[2026-1-27. : 8:36 am]
NudeRaider -- DarkenedFantasies
DarkenedFantasies shouted: i was typing 0KB as shorthand for 0.02KB, but what would you be curious about? could simply be any type of empty file that's had the file extension renamed to zip. with 0 bytes of data, there's nothing at all to investigate.
yes. That's already 2 things I'd investigate. :lol: Also still interested at 20 Bytes because the smallest I can get is 82.
[2026-1-27. : 7:11 am]
DarkenedFantasies -- here ya go, I updated it to a 0KB zip file... or is it truly 0KB this time? hmmmmmmm...
[2026-1-27. : 7:07 am]
DarkenedFantasies -- i was typing 0KB as shorthand for 0.02KB, but what would you be curious about? could simply be any type of empty file that's had the file extension renamed to zip. with 0 bytes of data, there's nothing at all to investigate.
[2026-1-27. : 6:34 am]
NudeRaider -- DarkenedFantasies
DarkenedFantasies shouted: Ultraviolet There are 5 downloads on my 0KB zip file, so I think a bunch of those gotta be bots or dummies.
tbh if I noticed this I'd probably download out of curiosity because zip has overhead, so 0 bytes ain't possible
[2026-1-27. : 12:56 am]
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