
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
Could someone define "high and low tide on a lake", please?
Theoretically possible, completely impractical. Imagine... a grid of 50 regions with "unit enters" triggers for each. It can work, but why would you WANT to do it. You can make similar-looking terrain, anyway.
Anyway, good to see people caring about this thing.

really the best way I see of doing it is create terrain that fits just under the rocks anyway.
None.

Relatively ancient and inactive
really the best way I see of doing it is create terrain that fits just under the rocks anyway.

I don't know what Payne expected for that, honestly. I gave him the answer there, make the terrain and pretend you're stepping on the doodad. Maybe he was expecting...
CONVERT DOODAD TO TERRAIN FUNCTION?
None.
really the best way I see of doing it is create terrain that fits just under the rocks anyway.

I don't know what Payne expected for that, honestly. I gave him the answer there, make the terrain and pretend you're stepping on the doodad. Maybe he was expecting...
CONVERT DOODAD TO TERRAIN FUNCTION?
Lol, did not think of it. Don't feel like reading through all the replies of the topic to ensure you had mentioned this ealier.
Well, I failed on this one too.

... BUT! In fact, to be a perfectionist, there's kind of a little cavern at the bottom. It'd prevent you from doing that little terrain trick.


(Yes, I pretty'd it up a bit.

)
None.
Wouldn't prevent, would only make different. You could easily transport units going into a cave to another part of the map like in SC1. And it could still look ok I think. (just make sure its a flat wall behind that looks like it is ground (or darkness).
None.
Could we get some better clarification on problem #1? Not really sure what is supposed to happen for that one.
None.

>be faceless void >mfw I have no face
Could we get some better clarification on problem #1? Not really sure what is supposed to happen for that one.
Sounds to me like the flower head or tree head is supposed to rotate 360 degrees as if it's constantly turning to face the sun.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."

Relatively ancient and inactive
.... So... every daycycle/360 rotate one degree.
Yeah, that's worth as much as a projectile system. : /
Post has been edited 1 time(s), last time on Aug 18 2010, 6:15 am by Centreri.
None.
Problems #1 implies the use of the day/night cycle.
It also implies the use of a forest (not obligated to be enormous).
From there, your goal is to make the trees rotate based on the sun's movement so they always have the most leaves leaning toward the sun.
None.

>be faceless void >mfw I have no face
.... So... every daycycle/360 rotate one degree.
Yeah, that's worth as much as a projectile system. : /
I assume the days would be sped up so there'd be a noticeable difference. It wouldn't be an actual 24 hour animation. And there's nothing wrong with it, it shows how to do small-level animations with doodads and such, with triggers or data editing or actual animation editing.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
Only one week left.
Anyone plan on trying to solve more problems?
None.
Well I will submit an answer for number 12. This uses the data editor only. In the map I have only added it to roaches but it is simple to do for any unit.
Attachments:
None.
Nice work, though could be smoothed, I think.
Eligible and accepted.
None.

An artist's depiction of an Extended Unit Death
The world's worst solution to question #2:

An artist's depiction of an Extended Unit Death
I'm actually kind of proud of this one: Question #13, although already answered twice, I believe. I did it only via triggers; the only data editing was setting the unit's vision to 0. I didn't use dummy units.
I also decided to make it scalable based on unit size (larger units have larger flashlights). I put a few marines, a Hellion and a Thor on the map so you can see the difference. They all use the same trigger, and in theory, any other unit will work with the trigger, permitting you set their default vision to 0.
Edit: Yeah, I think I'm done. The other questions aren't very interesting.
Post has been edited 2 time(s), last time on Aug 29 2010, 8:56 pm by Roy.
The world's worst solution to question #2:
Not acceptable. You've only changed the height of the cliffs. The point is to really get to over-pass 3 cliffs.
I'm actually kind of proud of this one: Question #13, although already answered twice, I believe. I did it only via triggers; the only data editing was setting the unit's vision to 0. I didn't use dummy units.
I also decided to make it scalable based on unit size (larger units have larger flashlights). I put a few marines, a Hellion and a Thor on the map so you can see the difference. They all use the same trigger, and in theory, any other unit will work with the trigger, permitting you set their default vision to 0.
Edit: Yeah, I think I'm done. The other questions aren't very interesting.
You did an amazing job on that one! O_O
None.

An artist's depiction of an Extended Unit Death
For not liking my #2 solution, I did the puddle/evaporation one.

An artist's depiction of an Extended Unit Death
Here's a simulation of a dam rupture, although there is a gap between the water for a brief moment. It could be covered with effects and whatnot, but I didn't include them. I did use explosions because the doodad I used didn't have a kill animation.
It occurs at the top-right.