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Topic Subject: the flying buildings and units
posted 14 February 2007 04:28 AM EDT (US)   
[JPEG, (243.26 KB)]

nottud has moved on to pastures new - triggers - and so the market for editor tricks is once again up for grabs! i present to you... flying buildings!

flying archery ranges

how to -
you need to wait till the units are under the effect of the implodes pull effect, but befor they are in the sphere. 5 seconds after you invoke implode is normally the right time.
then as they are buildings they cant go in the sphere, so fly around it in an esentric mannor. (also as thier buildings the implode effect (that of the roof bits flying off) still happens but not the streching.
However because the sphere is pulling a unit it can never do the explosion part. this keeps the buildings flying around. However implode has a time limit (in the same way as if you invoked it in an area will 100's of units it would eventually just explode) and after about 60 seconds, the buildings drop to the ground. However this is still long ehough for some "interesting" effects in cinematics.


notes:
- the effect lasts about 60 seconds and can use any building!
- buildings can still train units, and these units are NOT drawn into the implosion.
- buildings can still use any ranged attacks they have.
- tornados do NOT work, as they involve the units being dead.
- changing units to different buildings to create a floating city
- changing them to different types of rocks to make an asteroid field.


But what about units...

If you use nottuds transform all units on map trigger, to change implode spheres to any "UI range indicator" The same effect as that with buildings will happen but with units! they can't enter the new orb for some reason (note they can enter most other units and buildings you switch the otb for except these) and so fly around it untill its time out.


Out Reach
The guy who writes the erotic fan fiction in Yeebaagoon's signature

[This message has been edited by newreach268 (edited 03-28-2007 @ 11:42 AM).]

Replies:
posted 14 February 2007 04:33 AM EDT (US)     1 / 23  
I rekon you photo shopped it, (jokes btw) ~ Steak

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posted 14 February 2007 04:44 AM EDT (US)     2 / 23  
Clearly relating to the implode power...

Unfortunately being a vanilla player I don't have enough imploding experience to guess.

posted 14 February 2007 05:23 AM EDT (US)     3 / 23  
posted 14 February 2007 05:32 AM EDT (US)     4 / 23  
Very smart.

What you've done is had implode invoked around units, and then while the units are in the air, you've had them converted to buildings

I like your thinking.

Wonder if it works for tornado.


-[Hello..
posted 14 February 2007 05:49 AM EDT (US)     5 / 23  
Ooo very clever!

______________________________________ Yeebaagooon ______________________________________
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posted 14 February 2007 05:51 AM EDT (US)     6 / 23  
Very nice, newreach.



Sweet baby maizes!
posted 14 February 2007 06:33 AM EDT (US)     7 / 23  
yep AdZyZ wins
you need to wait till the units are under the effect of the implodes pull effect, but befor they are in the sphere. 5 seconds after you invoke implode is normally the right time.
then as they are buildings they cant go in the sphere, so fly around it in an esentric mannor. (also as thier buildings the implode effect (that of the roof bits flying off) still happens but not the streching.
However because the sphere is pulling a unit it can never do the explosion part. this keeps the buildings flying around. However implode has a time limit (in the same way as if you invoked it in an area will 100's of units it would eventually just explode) and after about 60 seconds, the buildings drop to the ground. However this is still long ehough for some "interesting" effects in cinematics.

try -
- changing units to different buildings to create a floating city
- changing them to different types of rocks to make an asteroid field.


Out Reach
The guy who writes the erotic fan fiction in Yeebaagoon's signature
posted 14 February 2007 06:56 AM EDT (US)     8 / 23  
I like this idea.

I'm going to test it more =P


-[Hello..
posted 14 February 2007 07:21 AM EDT (US)     9 / 23  
This is a nice effect, good find.

Can you train units out of the buildings?


(_̅_̅(̲̲̲̲̲̅̅̅̅̅̅(̅_̅_̲̅marij̲u̲̅an̲̅a̲̅̅_̅_̅_̅()
(is not as helluva drug as pepe)
posted 14 February 2007 08:03 AM EDT (US)     10 / 23  
Cool
posted 14 February 2007 09:57 AM EDT (US)     11 / 23  
further results:
- buildings can still train units, and these units are NOT drawn into the implosion.
- buildings can still use any ranged attacks they have.
- tornados do NOT work, as they involve the units being dead.

Out Reach
The guy who writes the erotic fan fiction in Yeebaagoon's signature

[This message has been edited by newreach268 (edited 02-14-2007 @ 10:01 AM).]

posted 14 February 2007 12:24 PM EDT (US)     12 / 23  
Nice! You can get implode to last for ages by making it try and suck up a bird or an avalanche. The avalanche for example refuses to actually enter the implode but goes round and round it. This makes the implode last for severall minuites which is plenty of time to add some interesting effects.

It is good that people OTHER than me are finding stuff. I m still finding stuff but it is link to commands at the moment. Triggers wise, I am not really concentrating on them.

Here are 2 flying puzzles for you.

(1)Make ruins float mysteriously in the editor without using god powers or knocking units. (This one is very hard and people are unlikely to get this one)

(2)Make a fire giant fly in the air in the editor without leaving the editor or any other additional setting up. This has to be on a blink map with the unit on it's wn and you are not allowed to place them! (People have more chance of getting this one)


The boy with the mad imagination
Prepare for the ultimate duel!
Learn to use all my triggers and what you can do with them. Visit here.
Find out and download the transform trigger here.
Play some minigames I have created outside AOM including some 3D games here.

[This message has been edited by nottud (edited 02-14-2007 @ 12:30 PM).]

posted 14 February 2007 02:04 PM EDT (US)     13 / 23  
nottud is the lord and master you n00b!!11!1one

Anyway good trick. I'll give a cooky to a person who can find a use to it. When nottud discovers something, he puts it into a scenario!


MEPH
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Me and Yeebaagooon's scenarios | Download The Corruptor
posted 14 February 2007 03:03 PM EDT (US)     14 / 23  
Very cool. I will certainly find a use for this.
posted 14 February 2007 03:21 PM EDT (US)     15 / 23  
glad your all enjoying it

Updated first post with all details from topic.


Out Reach
The guy who writes the erotic fan fiction in Yeebaagoon's signature
posted 14 February 2007 03:34 PM EDT (US)     16 / 23  

Quote:

Here are 2 flying puzzles for you.


Nottud, the answer to both of those is Random Map Scripting.

(_̅_̅(̲̲̲̲̲̅̅̅̅̅̅(̅_̅_̲̅marij̲u̲̅an̲̅a̲̅̅_̅_̅_̅()
(is not as helluva drug as pepe)
posted 15 February 2007 00:29 AM EDT (US)     17 / 23  
Im kinda seeing some sort of weird scenario coming out of this...
Somewhat of a music chairs/thing
posted 15 February 2007 01:14 AM EDT (US)     18 / 23  
high elevation, place unit, pause editor, lower elevation.
does that count?

trigger: active, loop, run imediately.
condition:
distance to unit: source unit: me, target unit: you, distance: <= 5
effect:
kill: you
send spoofed chat: BWAHAHAHA!!!
posted 15 February 2007 03:29 AM EDT (US)     19 / 23  
it's quite interesting.. you can actually see the buildings go spinning around very fast in the implosion centre.

With further testing, I found if you convert stretched buildings into units, there is no effect, but they are not affected by sucking in of the implode. Maybe you could make units that just simply aren't affected by it.

Also, if buildings are stretched, and then changed into another building, the new building is stretched just as much as the original.

Yeh, it doesnt work for tornados, but I wonder about mid-air changing with shockwave? hmm.


-[Hello..
posted 15 February 2007 04:15 AM EDT (US)     20 / 23  
it would work with tornado if you used the units not dying trick. and i found a different way which i only tested with implode spheres placed. turn it sideways and click an arrow in the position units menu. obviously you need reyk's new X editor or e ven teh new editor 9.5 it could work in.
posted 15 February 2007 12:07 PM EDT (US)     21 / 23  
The answer to ruins one is random map scripting but not the fire giant one.

Quote:

high elevation, place unit, pause editor, lower elevation.
does that count?

The won't work for what I know but I havn't tried tht. Anyway, that is not the answer.


The boy with the mad imagination
Prepare for the ultimate duel!
Learn to use all my triggers and what you can do with them. Visit here.
Find out and download the transform trigger here.
Play some minigames I have created outside AOM including some 3D games here.
posted 28 March 2007 11:43 AM EDT (US)     22 / 23  
bump

Can a Mod please change the title to "the flying buildings and units" as i chose to update this guide as they have simular premises.


Out Reach
The guy who writes the erotic fan fiction in Yeebaagoon's signature

[This message has been edited by newreach268 (edited 03-28-2007 @ 11:44 AM).]

posted 28 March 2007 12:15 PM EDT (US)     23 / 23  
Yup.

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