Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Is there a terrain that even air units can't pass over?
Is there a terrain that even air units can't pass over?
May 19 2008, 1:46 am
By: Flying Sagittarius  

May 19 2008, 1:46 am Flying Sagittarius Post #1



None of the other terrain works.



None.

May 19 2008, 1:53 am Falkoner Post #2



No, but you can set locations to Air detecting only, and then you can detect when an air unit comes there, and stop them via triggers.



None.

May 19 2008, 1:53 am Moose Post #3

Armor: 100%

No. You can make it with triggers, though.
Make all of the terrain you want them off a certain elevation, and put a location over the map. Disable the other elevations (uncheck every box but "High Air", for example) for that location and use the move unit trigger to kick them out.




May 19 2008, 3:40 am Flying Sagittarius Post #4



K, thanks.



None.

May 19 2008, 3:55 am Vrael Post #5



Has anyone else ever had problems with elevations? Once in a map I made that used a lot of elevation locations I noticed that sometimes it took a moment for SC to differentiate between the elevations. It was part of a spawning system (in RP Lathirion if you're familiar with it) sometimes when you brought a unit to the high elevation beacon of a spawn pair it would spawn the other unit for a second, then switch to the correct unit.



None.

May 19 2008, 7:58 am NudeRaider Post #6

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

That was probably because the unit entered from another elevation.
Would be interesting to test how long a unit that comes from another elevation keeps his old elevation status.
Maybe that other elevation even overlapped into the location.




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