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How do you push away units in BW Mapmaker

Forum Index > BW General
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Bolshevik-
Profile Joined November 2015
39 Posts
February 25 2017 10:26 GMT
#1
Map editor- scmdraft2. I want to make it so that air units (navy) cannot go on land. I could set a spawn location to make it so that if the units go on land they respawn to a different location somewhere in the water. However I would like to make it so that rather than respawning, the units get pushed away. Is it possible to do this? I'v seen the koreans managed to do this on some fish server maps. Let me know if anybody has any ideas.
RedW4rr10r
Profile Joined January 2010
Switzerland749 Posts
Last Edited: 2017-02-25 11:10:41
February 25 2017 11:07 GMT
#2
Not 100% sure, but i think this can be done via location properties. I've never used or tried this but this way for example you can kill terran buildings as soon as they're lifted. Can't recall correctly, but if you set a location's properties to air high/air mid/ air low (or whatever the options are) then this location only affects air units.

Edit: But I assume you still need to move the air units to another location, if they enter that particular location you don't want them to be in. By "pushing away" I understand that the location won't let air units enter so that they "crash" constantly against an invisible wall. I doubt that that's possible within bw. If you just want them to be moved to another location, then it's easy xD
(I hope I could help :-s )
Rip & Tear until it is done!
toriak
Profile Joined December 2008
Slovakia477 Posts
February 25 2017 13:23 GMT
#3
On February 25 2017 19:26 Bolshevik- wrote:
Map editor- scmdraft2. I want to make it so that air units (navy) cannot go on land. I could set a spawn location to make it so that if the units go on land they respawn to a different location somewhere in the water. However I would like to make it so that rather than respawning, the units get pushed away. Is it possible to do this? I'v seen the koreans managed to do this on some fish server maps. Let me know if anybody has any ideas.


AI air units or human controlled ?
Freakling
Profile Joined October 2012
Germany1533 Posts
Last Edited: 2017-02-25 17:42:48
February 25 2017 17:26 GMT
#4
this should do the job (unless players have superhuman mouse clicking speeds to overwhelm the trigger repeat rate of hyper triggers...):

Run hyper triggers (look on Staredit.net for instructions), Preferably make the whole coast medium or high ground (i.e. learn to properly blend terrain first... using ice terrain will offer you by far the best options, as it has water for both low and mid ground, allowing you to set up easy and flexible buffer zones along the coast; also get CHKDraft to check you terrain levels [also to be found on Staredit.net]), set location(s) on the coasts, set to only medium/high air [whatever your coastline is]). Set up another location somewhere nearby on the water. Finally make the following trigger(s):

if
[player x] brings [at least 1] [any unit] to [coast location]
then
order [all] [any unit] by [player x] at [coast location] [move] to [sea location]
preserve trigger

You can even set up a flexible go to location via adding the following before the other trigger actions:

center [sea location; needs to be sufficiently big to cover everything] at [any unit] by [player x] at [coast location]
spawn [some amount ; you'll need to figure this out yourself] [dummy unit of choice] for [player does not matter ; I'd suggest p12] at [sea location]
spawn [1] [other distinct dummy unit of choice] for [player does not matter] at [sea location]
center [sea location] at [other distinct dummy unit of choice] by [the not mattering player] at [sea location]
remove all [dummy unit of choice] for [the not mattering player] at [sea location]
remove all [other distinct dummy unit of choice] for [the not mattering player] at [sea location]

This will require a lot of experimenting and fine tuning though to get it right, and having multiple units in the area will potentially break the trigger in more than one way. So whether it is worth it really depends on what kind of map you are making ; and your ambitions and patience, of course.
JungleTerrain
Profile Joined January 2012
Chile799 Posts
Last Edited: 2017-02-25 17:38:44
February 25 2017 17:34 GMT
#5
Yes its possible to do, although it probably requires a lot of locations in a big map, unless im forgetting something.

Here is a simple way to do it with 2 locations and a desired effect with triggers, using terran wraith as an example:

Players: any option really, as long as that player is in the game or w/e. If you want it to affect all players, you can possibly use "current player." Although the game can only run 1 trigger per person so if multiple people bring a navy unit to the location, the game will deal with them 1 at a time using preserved triggers. Preserved triggers run at about once every 2 ingame seconds. You can speed this up with hyper triggers, so it runs at like 64 or 32 times per second, i forget which one is the max. In this case it might be better to have each player have their own set of triggers for this.

Conditions: Bring: Current player brings at least 1 Terran Wraith to Land Location.

Actions: [there are various options here]
If you want to just make the navy units disappear from land and spawn in a designated area, use this:

Move Unit: Move (1 or all or how many you want) Terran Wraith for current player Land Location to Spawn Location.

another option, if you want them to just simply move command out of the area is to use the Order action:

Order: Issue order to all Terran Wraith owned by Current player at Land Location: move to Sea Location.

Again, this can be sped up with hyper triggers so that it runs faster than a normal preserved trigger. You might need a lot of locations so that it looks smoothly depending on the map.

If you want to just kill the units if they go on land, just use "Kill Units at Location" action.
You can also get rid of the units and make them disappear with "Remove Units at Location" action and then "Create Unit" action.

About hyper triggers: I don't know everything about them, although a lot of people at staredit.net do.
Here is a wiki for them and other mapmaking stuff. A lot of your questions can be answered better and more thoroughly over there instead of teamliquid, unless I am wrong lol.

http://www.staredit.net/wiki/index.php/Hyper_Triggers
www.broodwarmaps.net
JungleTerrain
Profile Joined January 2012
Chile799 Posts
February 25 2017 17:38 GMT
#6
On February 26 2017 02:26 Freakling wrote:
this should do the job (unless players have superhuman mouse clicking speeds to overwhelm the trigger repeat rate of hyper triggers...):

Run hyper triggers (look on Staredit.net for instructions), Preferably make the whole coast medium or high ground (i.e. learn to properly blend terrain first... using ice terrain will offer you by far the best options, as it has water for both low and mid ground, allowing you to set up easy and flexible buffer zones along the coast; also get CHKDraft to check you terrain levels [also to be found on Staredit.net]), set location(s) on the coasts, set to only medium/high air [whatever your coastline is]). Set up another location somewhere nearby on the water. Finally make the following trigger(s):

if
[player x] brings [at least 1] [any unit] to [coast location]
then
order [any unit] by [player x] at [coast location] [move] to [sea location]
preserve trigger


Yeah i forgot you could set properties to locations. That works as well, although if you don't use hyper triggers then the game responds slowly. The problem with hyper triggers is that once you use them you can't get rid of them in the map. My question is whether they affect all preserve triggers or just those triggers that belong to the same players.
www.broodwarmaps.net
Freakling
Profile Joined October 2012
Germany1533 Posts
Last Edited: 2017-02-25 17:47:04
February 25 2017 17:45 GMT
#7
The only issue with hyper triggers is that they potentially cause lag...
Hyper triggers always work for all players, as they work on the simple fact that wait commands start a whole new trigger cycle.
JungleTerrain
Profile Joined January 2012
Chile799 Posts
February 25 2017 18:36 GMT
#8
On February 26 2017 02:45 Freakling wrote:
The only issue with hyper triggers is that they potentially cause lag...
Hyper triggers always work for all players, as they work on the simple fact that wait commands start a whole new trigger cycle.


What I mean is that the normal 2 in-game second cycle (or w/e it is) is actually useful for some scenarios.
www.broodwarmaps.net
Freakling
Profile Joined October 2012
Germany1533 Posts
Last Edited: 2017-02-25 19:41:59
February 25 2017 19:41 GMT
#9
You can always add a counter to a trigger if you really need it to run less frequently...
Bolshevik-
Profile Joined November 2015
39 Posts
February 25 2017 22:36 GMT
#10
On February 26 2017 02:34 JungleTerrain wrote:
Yes its possible to do, although it probably requires a lot of locations in a big map, unless im forgetting something.

Here is a simple way to do it with 2 locations and a desired effect with triggers, using terran wraith as an example:

Players: any option really, as long as that player is in the game or w/e. If you want it to affect all players, you can possibly use "current player." Although the game can only run 1 trigger per person so if multiple people bring a navy unit to the location, the game will deal with them 1 at a time using preserved triggers. Preserved triggers run at about once every 2 ingame seconds. You can speed this up with hyper triggers, so it runs at like 64 or 32 times per second, i forget which one is the max. In this case it might be better to have each player have their own set of triggers for this.

Conditions: Bring: Current player brings at least 1 Terran Wraith to Land Location.

Actions: [there are various options here]
If you want to just make the navy units disappear from land and spawn in a designated area, use this:

Move Unit: Move (1 or all or how many you want) Terran Wraith for current player Land Location to Spawn Location.

another option, if you want them to just simply move command out of the area is to use the Order action:

Order: Issue order to all Terran Wraith owned by Current player at Land Location: move to Sea Location.

Again, this can be sped up with hyper triggers so that it runs faster than a normal preserved trigger. You might need a lot of locations so that it looks smoothly depending on the map.

Thanks was very useful.
If you want to just kill the units if they go on land, just use "Kill Units at Location" action.
You can also get rid of the units and make them disappear with "Remove Units at Location" action and then "Create Unit" action.

About hyper triggers: I don't know everything about them, although a lot of people at staredit.net do.
Here is a wiki for them and other mapmaking stuff. A lot of your questions can be answered better and more thoroughly over there instead of teamliquid, unless I am wrong lol.

http://www.staredit.net/wiki/index.php/Hyper_Triggers

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