Well I'm currently creating a system where Ground/Air/Water( Water Units are actually Burrowed Ground ) units can move around the map without cliffs . The issue I can see is with units overflowing when deployed or mass produced in a small place therefore leaking it into the "Ocean" so is there any way to detect the Terrain Height of a Units position then kill it. The reason why I wish to use the data editor is to reduce the lag that might be caused from the Trigger editor.
Thanks, HELLYA
EDIT: Or is there a way to detect if your on a certain Terrain TIle in the data edtior as well? Since my "Ocean" has a Sand Tile thats only in the ocean.
EDIT2: decided just to use Blizzards way of doing it since there is probably a reason why they did it via triggers.
First thing that springs to mind is placing a region over all of the water, and trigger:
unit enters region 'ocean', (condition: unit isn't a water type), kill triggering unit
second thing that springs to mind, and may not be possible is using behaviors and validators. the reason I'm not sure is that validators may not have a height checking ability, and I am not near a SC2 editor computer.
behavior:
set up a period with infinite repeat and periodic effect - (effect: damage: apply fatal damage to self: validator(disable): unitAboveWaterHeight )
validator:
unit is above water height
So the validator returns true as long as the unit is above water, causing the self-kill effect to be disabled.
If the unit goes below water, then the validator returns false, which will enable the self-kill effect.
Theoretically.
First thing that springs to mind is placing a region over all of the water, and trigger:
unit enters region 'ocean', (condition: unit isn't a water type), kill triggering unit
Considering my map is a very detailed European map with many curves in the coast that would be ridiculously hard task and an easyier way for that is to just pick all "ground units" every so seconds and check their height , but I'd rather it not lag and not be timed and by something that will happen instantly which is data editor therefore I wanted to know if that were possible
Well I'm currently creating a system where Ground/Air/Water( Water Units are actually Burrowed Ground ) units can move around the map without cliffs . The issue I can see is with units overflowing when deployed or mass produced in a small place therefore leaking it into the "Ocean" so is there any way to detect the Terrain Height of a Units position then kill it. The reason why I wish to use the data editor is to reduce the lag that might be caused from the Trigger editor.
Thanks, HELLYA
EDIT: Or is there a way to detect if your on a certain Terrain TIle in the data edtior as well? Since my "Ocean" has a Sand Tile thats only in the ocean.
EDIT2: decided just to use Blizzards way of doing it since there is probably a reason why they did it via triggers.
Bump
@HELLYAH: Go
First thing that springs to mind is placing a region over all of the water, and trigger:
unit enters region 'ocean', (condition: unit isn't a water type), kill triggering unit
second thing that springs to mind, and may not be possible is using behaviors and validators. the reason I'm not sure is that validators may not have a height checking ability, and I am not near a SC2 editor computer.
behavior: set up a period with infinite repeat and periodic effect - (effect: damage: apply fatal damage to self: validator(disable): unitAboveWaterHeight )
validator: unit is above water height
So the validator returns true as long as the unit is above water, causing the self-kill effect to be disabled. If the unit goes below water, then the validator returns false, which will enable the self-kill effect. Theoretically.
Bump
Considering my map is a very detailed European map with many curves in the coast that would be ridiculously hard task and an easyier way for that is to just pick all "ground units" every so seconds and check their height , but I'd rather it not lag and not be timed and by something that will happen instantly which is data editor therefore I wanted to know if that were possible