stuck units
Jan 27 2008, 9:06 pm
By: eXirrah  

Jan 27 2008, 9:06 pm eXirrah Post #1



hi... i need some help with my TD map. How can i create a unit that won't be able to move. I want to know how the creator of Random Beacon Defence did.



None.

Jan 27 2008, 9:45 pm Ahli Post #2

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

1. create a 1x1 location called 'freeze location' and put it in the right lower edge of the map.
(in general the location has to be put over unwalkable terrain like water or space)

2. a trigger system like that
Trigger
Players

  • Player X
  • Conditions

  • always
  • Actions

  • preserve trigger
  • Move 'all' 'men' owned by 'Current Player' from 'Anywhere//Playing Area' to 'freeze location'

  • modify men to allow some units to move like an scv. just make this trigger action for every unit which should be freezed.

    3. use hypertriggers (explained here)

    effects:
    -units are not able to walk
    -units can attack
    -units can cast spells
    -units are nearly unhittable/invinceble

    if you want to freeze air units, you need to put the location out of the map. (Other methods can cause lags)
    (resize map to 256x256; move location in the right lower edge; resize map again)




    Jan 27 2008, 10:03 pm eXirrah Post #3



    thanls a lot i'll try it right away



    None.

    Jan 27 2008, 11:30 pm Falkoner Post #4



    Quote
    (Other methods can cause lags)
    Where are you getting that? Moving the air unit to a floating CC doesn't lag..



    None.

    Jan 27 2008, 11:55 pm Ahli Post #5

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

    moving ground units to walkable ground which is already filled up with ground units cause extreme lags (I nearly freezed the game with that ;P). why it should be different with air units?

    Only a few units will not cause lags, but if you freeze many air units, it may lag.




    Jan 27 2008, 11:57 pm Falkoner Post #6



    Hmm, I guess that's true, but that's only if you're trying to move LOTS there, most people are only trying to stop a couple units.



    None.

    Jan 28 2008, 12:00 am Ahli Post #7

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

    so I wrote 'can' :D




    Jan 28 2008, 12:04 am TartarusMkII Post #8



    SO let me get this straight. when you try to move the unit to a place it shouldnt be able to go its stuck in a impossible loop and just..cant do anything?



    None.

    Jan 28 2008, 12:06 am Ahli Post #9

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

    Quote
    effects:
    -units are not able to walk
    -units can attack
    -units can cast spells
    -units are nearly unhittable/invinceble
    try out my map and you will notice most of the effects...




    Options
      Back to forum
    Please log in to reply to this topic or to report it.
    Members in this topic: None.
    [06:38 pm]
    Ultraviolet -- :wob:
    [2026-6-29. : 2:13 pm]
    Vrael -- pee poo sibling
    [2026-6-28. : 7:00 pm]
    Symmetry -- poo poo papa
    [2026-6-28. : 2:46 pm]
    lil-Inferno -- pee pee child
    [2026-6-27. : 6:10 pm]
    Ultraviolet -- sweet summer child
    [2026-6-26. : 10:31 am]
    NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
    [2026-6-23. : 3:29 am]
    DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
    [2026-6-22. : 8:35 pm]
    Ultraviolet -- :wob:
    [2026-6-21. : 11:38 pm]
    Symmetry -- :wob:
    [2026-6-21. : 4:56 am]
    Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
    Please log in to shout.


    Members Online: lil-Inferno