Staredit Network > Forums > SC2 Assistance > Topic: Warp In Units
Warp In Units
Feb 11 2011, 10:56 pm
By: StarBlue  

Feb 11 2011, 10:56 pm StarBlue Post #1



I have seen basic tuorials on makig cinematics and am currently making one. I was searching through the triggers and my mind melted... Could someone please tell me how to create a unit using the wargate's "Warp In" effect?



None.

Feb 11 2011, 11:15 pm Ahli Post #2

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

In the campaign dependency there is a superwarpgate (you can hide it in the preplaced unit's options) and an invisible pylon.
Together you should warp in every Protoss unit. You need to order the supergateway with triggers.

You can also order it for a neutral player and give the unit to the owner during the warp in animation, I guess...

Not all units show that warp in animation. So you may have to add something in data to call the warp in ability. :S
Some have the warp in animation removed with the Liberty.muli dependecy.

Post has been edited 1 time(s), last time on Feb 11 2011, 11:27 pm by Ahli.




Feb 11 2011, 11:26 pm StarBlue Post #3



I also forgot to emntion that I only know how to work cameras and order units to do stuff... So how do I do this?



None.

Feb 11 2011, 11:41 pm Ahli Post #4

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Have a look at the campaign mission TZeratul04.
There they used that building to warp in reinforcements in their scripted events.

In Mothership spawn trigger you can see another way to do that.

They placed the superwarpgate on the left side of the map.




Feb 12 2011, 2:35 am StarBlue Post #5



I only found "activate Hero Way Gate" and a bunch of hero death triggers... could someone just... err, I'm not sure how you could show me, video? explanation?



None.

Feb 14 2011, 9:12 pm Devourer Post #6

Hello

Easy. Place the Super-Warpgate somewhere on the map, preferable in a hidden spot. Add a pylon there to support it with energy.

Trigger "Issue order to unit" with Parameters:
Unit : Super Warp Gate
Order Type: Order POINT
Order : Super Warp Gate - Warp in UNIT
Queue : Replace existing orders.


If you are having problems I'd recommend to take a look at the basics again.



Please report errors in the Staredit.Network forum.

Feb 14 2011, 9:17 pm StarBlue Post #7



Ok, but how do you place it outside of map borders?



None.

Feb 14 2011, 9:21 pm Devourer Post #8

Hello

Not needed. Though it should be possible while holding shift.

However: in the Data-Editor you can hide the Warpgate and set their placement-conditions to "(Nothing)".



Please report errors in the Staredit.Network forum.

Feb 14 2011, 9:28 pm StarBlue Post #9



Set the placement to (Nothing)? Creepy... Phantom Warpgate, just might work XD

EDIT: It won't let warp in units from it for some reason D:

Post has been edited 1 time(s), last time on Feb 14 2011, 10:04 pm by StarBlue. Reason: Double Post



None.

Feb 15 2011, 12:13 am DevliN Post #10

Woah

Can't you just play the warp in effect on the model of the unit using triggers?



:devlin: Currently Working On: :devlin:
Myself

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
Please log in to shout.


Members Online: Zycorax