Staredit Network > Forums > SC2 Assistance > Topic: Terrain check Trigger?
Terrain check Trigger?
Nov 4 2010, 11:56 am
By: deddly  

Nov 4 2010, 11:56 am deddly Post #1



Is there any way to check on which terrain a unit is?
as example on this terrain, do slide... or mirror slide
when a unit is on snow-terrain, kill unit



None.

Nov 4 2010, 12:22 pm payne Post #2

:payne:

http://www.staredit.net/starcraft2/Detecting_if_a_unit_is_in_water
http://www.staredit.net/topic/12357/

Those 2 links should help you. ^^



None.

Nov 4 2010, 12:24 pm NicholasBeige Post #3



not currently possible I am afraid... a few workarounds do exist...

a) you can create regions over all the snow-terrain, and then use the trigger function Region - Merge Regions and then delete them as you merge them (this needs to be tested however)

alternatively.

b) make all your snow terrain slightly higher or lower using the Height tool in the Terrain pallet. Then use the trigger function to detect if a unit's height has changed.

Welcome to the forum by the way. If you are new or just want some handy information and references to the Galaxy Editor, try out our Wiki source at www.staredit.net/starcraft2.

Ninja'd by payne.



None.

Nov 4 2010, 1:59 pm deddly Post #4



thanks for the answers
didnt found the other post by Roy :(
i know the idea about higher / lower terrain, but this makes the terrain looks crazy :/ i dont like, thats why im asking for help.
but i see, i have to wait until blizzard does a update... until terrain checking is possible



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[07:41 pm]
Ultraviolet -- just sent you a message on Discord. I suspect you're probably trying to change unit speeds for units that don't use flingy.dat for movement (like any units that walk instead of hovering/flying). You can change their movement to flingy, but they unfortunately look more like they're gliding than walking when you do that.
[07:31 pm]
Symmetry -- EE2, I've been using setdatfile successfully for units.dat and weapons.dat but the flingy changes don't seem to happen
[05:25 pm]
Ultraviolet -- in EE2 you just open DatEdit, go to the flingy tab, and make whatever changes you want. Though if you want to do dynamic shit, you have to use the trigger editor with the setdatfile action. And of course you have to inject your changes when done. Can give more specific troubleshooting advice if you provide more details
[05:20 pm]
Ultraviolet -- Symmetry
Symmetry shouted: why can't I seem to make eud editor change flingy.dat D:
Are you using EE2 or EE3?
[04:57 pm]
Symmetry -- wdym
[02:24 pm]
Apos -- :wob:
[04:16 am]
NudeRaider -- files in c:\program files\ are protected
[2026-7-11. : 8:11 pm]
Symmetry -- why can't I seem to make eud editor change flingy.dat D:
[2026-7-11. : 4:33 pm]
Ultraviolet -- :wob:
[2026-7-10. : 11:00 pm]
Vrael -- :wob:
Please log in to shout.


Members Online: DarkenedFantasies