Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: low mid high elevation issues
low mid high elevation issues
Jul 1 2008, 9:49 pm
By: planckscnst  

Jul 1 2008, 9:49 pm planckscnst Post #1



I am making a map where a trigger happens when units are brought to a low ice patch. The patch is not square, so the location extends a little bit past the patch in places. I have the location set to "low ground" in scmdraft, or "low elevation" in xtra editor. With mid and high unchecked. Triggers are still occurring on the higher ground though. What's the problem?

Map is attached. Location in question is "Heroes" in dead center.

Attachments:
Commando Wars Winter 0.5.3.scx
Hits: 2 Size: 67.98kb



None.

Jul 1 2008, 10:02 pm y10k Post #2



low ground also includes water and mates sunken and raised terrains.
Medium ground is hills (high dirt) and terrain buildings (compound)
High ground is terrain buildings on hills (high compond).



None.

Jul 1 2008, 10:05 pm Ahli Post #3

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

because it is the same elevation level even if it looks like lower.
-snow/ice/grass/dirt/rocky snow are lower
-high dirt/high snow/high grass/outpost are middle
-and high outpost is the highest level.

edit: damned I'm typing to slow




Jul 1 2008, 11:26 pm O)FaRTy1billion[MM] Post #4

👻 👾 👽 💪

Read pinned topics, do what they say, and find Terrain Height wiki.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
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[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
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