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i want to raise land with a trigger and....

12-24-2003, 02:46 AM#1
Randal
first part: i have a region that covers a certain spot of land. i want a trigger that raises the land being covered by the region.

second part: there are smaller regions inside the bigger one. after the land has been raised, i want the trigger to place goldmines on these smaller regions (the land starts out underwater).

any ideas?
12-24-2003, 03:12 AM#2
[Death]
Events:
Ability? Or a cinematic? Well whichever.
Conditions:
(If it's an ability) (Ability Comparision) <Ability Being Cast> Is Equal To <ability name here>
Actions:
(Environment - Create Terrain Deformation: Crater) Create a ## (How long it will take to go up or down) second PERMANENT crater deformation at Center of <region here> with radius <How big you want it to be> and depth <How tall you want it to be, MUST be negative to go up! If it's not, the terrain will go down instead>
(Trigger: Turn On) Turn on... say... Create Gold Mines


Create Gold Mines (Must be NOT initially on)
Events:
None
Conditions:
None
Actions:
(Unit: Create Units Facing Point) Create 1 Gold Mine for Neutral Passive at Center of <region> facing <Position of triggering unit, doesnt matter where it looks anyway>

Repeat the above action for each gold mine you have.
12-24-2003, 03:43 AM#3
Randal
thanks dude
12-24-2003, 03:24 PM#4
Shadow_Strike
roffles, i didnt even think that you could do this:D
12-24-2003, 03:30 PM#5
Hunter0000
Wont it still have water pathing? I thought we allready disscussed that problem.. lol
12-24-2003, 04:31 PM#6
Randal
yes, i've found out that it does still have water pathing. i can make a perfect square piece of land raise out of the water, but i can't even land one unit on it, let alone place a goldmine on it. and to top it off, i wanted to raise the land to a higher cliff level, not just make a bump in the ground.
12-24-2003, 04:44 PM#7
cool3qmr
you are not able to raise cliff hieght during game. What you could do is use elevators but the only problem with that is you cant have buildings spawn on it. Maybe make the gold mine a unit?
12-24-2003, 04:52 PM#8
AllPainful
Here is a couple ideas.

1. Make your own pathing map that is walkable & buildable (all black) and make your own "Pathing Blocker" with that pathing map, and then in the trigger you just put a whole bunch of them in the area that you just raised to make it pathable.

2. Make the terrain raised in WE, but in your map init triggers lower it. This will give it the Above water pathing. Then raise it back at the right time. The problem with this meathod is that if the player knows where it is, they can actually unload/build/walk underwater at that point.
12-24-2003, 04:57 PM#9
LegolasArcher
Quote:
2. Make the terrain raised in WE, but in your map init triggers lower it. This will give it the Above water pathing. Then raise it back at the right time. The problem with this meathod is that if the player knows where it is, they can actually unload/build/walk underwater at that point.

Thats your best bet so far. Especially for something such as a cinimatic where it wont matter
12-24-2003, 05:40 PM#10
AllPainful
LOL... sumptin I just relized... I told you to make your own pathing "blocker" when there is already one that does what I suggested... the "Invisible Bridge" pathing doodad (not the stupid "Force bridge" looking thing, but the actuall pathing doodad called invisible bridge.) the invisible bridge doodad is fun to play with, if you put it on the side of a cliff or under water, a unit WILL be able to walk there. Which is how in one of my maps I had a waterfall that you could walk behind, and there was a river and a lake, and if you walked in from where the waterfall was you could walk on the bottom of the lake like you were in a cave. I've seen other people do things like that in their maps with that doodad too.
12-24-2003, 06:14 PM#11
Randal
Quote:
Originally posted by AllPainful
2. Make the terrain raised in WE, but in your map init triggers lower it. This will give it the Above water pathing. Then raise it back at the right time. The problem with this meathod is that if the player knows where it is, they can actually unload/build/walk underwater at that point.


that's exactly what i need. thank you.