Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Walkable Null Terrain
[SOLVED] Walkable Null Terrain
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Jan 3 2012, 10:13 pm
By: LaZyMiCro  

Jan 3 2012, 10:13 pm LaZyMiCro Post #1



I noticed you can't use the walkable tiles for null terrain anymore. What is up with that? Did it move to a different location on the palette or am I doing something wrong? I'm using the ones by the creep. According to the wiki those next to the creep are the walkable null terrain for all ground units. :unsure:



None.

Jan 3 2012, 10:30 pm Raitaki Post #2



I think you can't create or preplace units on null terrain, but you can drop a unit onto it via dropship/reaver/overlord.



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Jan 3 2012, 10:30 pm Ahli Post #3

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

You can't walk from normal walkable terrain onto that terrain, but you can create/teleport units on that terrain and they use that terrain like it is walkable for them until they leave it.




Jan 3 2012, 10:37 pm LaZyMiCro Post #4



I figured that was the answer when i read the wiki a little more carefully. But still, you used to be able to place the unit onto the terrain when editing the map. I've done it before, that's why I was curious. Thx



None.

Jan 3 2012, 10:44 pm lil-Inferno Post #5

Just here for the pie

Quote from LaZyMiCro
I figured that was the answer when i read the wiki a little more carefully. But still, you used to be able to place the unit onto the terrain when editing the map. I've done it before, that's why I was curious. Thx
Look in your unit placement options. You may have "Place Units Anywhere" turned off.




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[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:
[2026-7-12. : 4:16 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:
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