Detecting Water?

wingdnosring

New Member
Reaction score
16
Simple question: Is there a [trigger] condition that allows me to check whether a unit is standing on/in water or not? I plan on putting this in a library for others to use, so I can't use pre-created regions.
 

Frozenwind

System maker
Reaction score
99
Got an alternative... Maybe.

Are there any spots on your map with cliff heights (not terrain heights) equal to the height at the point the water is placed at?

If not, you can use the integer comparison "cliff height at point == 0" (0 is most-likely your lowest height and thus the cliff height at the water area. This will also filter the non-visible water because it's "underground").

Atm, I don't have a different solution (Besides regions but meh. You could eventually cover a region over the entire water area for a 2nd check, in case you have low cliffs without water. That's what I do in my map actually).
 

Trouble

New Member
Reaction score
0
Cover any water with regions.. Name them all Water 1-xx for easy reference. Then, when you're trying to check if a unit's in water, just check if it's in any of those regions.
 

Frozenwind

System maker
Reaction score
99
Cover any water with regions.. Name them all Water 1-xx for easy reference. Then, when you're trying to check if a unit's in water, just check if it's in any of those regions.
Problem:
Regions are circular or rectangular. Now, if you have a snake-ish river, you'll need 100 regions for a rather small area to make it accurate.
 

Severon

New Member
Reaction score
7
Problem:
Regions are circular or rectangular. Now, if you have a snake-ish river, you'll need 100 regions for a rather small area to make it accurate.
Sounds like a job for limits! Though I don't think this would be vary praticle to put in a triggerXD
 

wingdnosring

New Member
Reaction score
16
Well as I said, this is going in a Library, so it has to be triggered. It can't involve regions of cliff heights because somebody else using my library may have their water in a different place.

There's gotta be a way to do this without regions...could the water blocks be considered doodads or something?
 

Frozenwind

System maker
Reaction score
99
If you use your GUI search, you'll see that it isn't possible to detect whether there is water.

However, if you try explaining what exactly you need it for (besides a library), we might be able to work out a "work-around".
 

Cheekything

TH.net Regular
Reaction score
5
Is there a way to detect terrain tiles?

As I don't think it'd be called water, due to the lava and lack of boats.
 

Trouble

New Member
Reaction score
0
Is there a way to detect terrain tiles?

As I don't think it'd be called water, due to the lava and lack of boats.
Only possible in WCIII through JASS. Dunno if it can be done without regions. The new DOTA has an ability which detects if the unit is in/near water, but I'm pretty sure they used either "distance from point" and placed points along the center of the river, or regions.
 

SineCosine

I'm still looking for my Tangent
Reaction score
77
And Trouble has just found your alternative ._.
Create a doodad/unit (It'll be used as your water 'marker', we'll say that it's code is 'wter')

Then, on map initialization, make a trigger 'grab' all units of type 'wter' and create a trigger that fires when a unit enters within range.

That trigger that's fired will:
1. Check if the unit is already in a group, (We'll call it 'soaked')
2. If not, add the unit to group, soaked

Then have a function like isUnitSubmerged(whichUnit)
The function will check if the unit is in the group soaked and return a boolean.

Then, every.. 1 second? have a function that loops through each unit in the group 'soaked'.
For each unit, get all units around that unit and see if any of the units are of type 'wter' if there aren't any, remove the selected unit from 'soaked'

Or something like that..
I don't use SC2, I just happened to be passing by =x
 

Frozenwind

System maker
Reaction score
99
In that dota they might scan around your unit whether the cliff height equals 0 at your location or near your location. Afaik, dota doesn't have any other cliffs at that height besides water?

Points would take so much time to make it be accurate.
 

Trouble

New Member
Reaction score
0
And Trouble has just found your alternative ._.
Create a doodad/unit (It'll be used as your water 'marker', we'll say that it's code is 'wter')

Then, on map initialization, make a trigger 'grab' all units of type 'wter' and create a trigger that fires when a unit enters within range.

That trigger that's fired will:
1. Check if the unit is already in a group, (We'll call it 'soaked')
2. If not, add the unit to group, soaked

Then have a function like isUnitSubmerged(whichUnit)
The function will check if the unit is in the group soaked and return a boolean.

Then, every.. 1 second? have a function that loops through each unit in the group 'soaked'.
For each unit, get all units around that unit and see if any of the units are of type 'wter' if there aren't any, remove the selected unit from 'soaked'

Or something like that..
I don't use SC2, I just happened to be passing by =x
Instead of the loop, it would be more efficient to use the "leaves range of.." function. It's the same GUI option as "enters range of..", just a different selection. And you don't need to use units/doodads - there's a function for points, and a very easy point placer.

Frozenwind - Nah, not so much. All you need to do is figure out the width of your river, divide it by two, and set the trigger to fire when unit comes within range x of point x, then place points at intervals along the river.
 

Frozenwind

System maker
Reaction score
99
Instead of the loop, it would be more efficient to use the "leaves range of.." function. It's the same GUI option as "enters range of..", just a different selection. And you don't need to use units/doodads - there's a function for points, and a very easy point placer.

Frozenwind - Nah, not so much. All you need to do is figure out the width of your river, divide it by two, and set the trigger to fire when unit comes within range x of point x, then place points at intervals along the river.
Yes, but that's a lot of preplace work (and furthermore a lot of preset work in the enter/leave event), which I always try to prevent.
 

wingdnosring

New Member
Reaction score
16
Yeah that is a bit of a pain, but it would definitely work. I've created a third person shooter library for people to use (it's quite impressive actually, if I do say so myself) and I have different actors that display depending on where bullets land. It came to my attention that hitting water still stirred up dust or sparks, when it should really produce ripples or splashes.

The only problem I forsee with this preplaced object theory is that you won't be able to tell whether the bullets landed 'in' the water or on the raised land around it, which hides some of the water boxes from view.
 
General chit-chat
Help Users
  • No one is chatting at the moment.
  • jonas jonas:
    It would suck to spend 400$ on a system that doesn't have the capability you need
  • jonas jonas:
    and it will probably take a couple of tries to get the settings right
  • Varine Varine:
    It would but I can also just make sure I can return them. The system I have works, it's pretty straightforward and I tested it with a camera I have. All it really is is a little cartridge that holds the transparency film and a white light source behind it that projects the image into the lens
  • Varine Varine:
    I'll have to fuck with the light a bit and try some different lighting methods to get color accuracy, but I have IT8 targets for that
    +1
  • The Helper The Helper:
    get that color accuracy :)
  • Varine Varine:
    They're really helpful for calibrating things because I'm really colorblind, so I'm not great at doing it by eye
    +2
  • Varine Varine:
    Well the long, slow slog of winter has officially begun here
  • Varine Varine:
    I have a bunch of community service I have to do, and I have a feeling there will be a lot of snow shoveling involved now
  • The Helper The Helper:
    don't know why people choose to live in that kind of weather :)
  • Varine Varine:
    Well
  • Varine Varine:
    My job is here
  • Varine Varine:
    I was born here man I didn't choose shit
  • Varine Varine:
    And also, I keep moving away and it doesn't get any better. I moved to San Antonio and shit froze there AND we had blackouts
  • tom_mai78101 tom_mai78101:
    I'm back, suffering from severe jet lag.
  • The Helper The Helper:
    Cold is following your ass around Varine - I just dont think I could handle a snowy winter.
  • The Helper The Helper:
    Welcome Back Tom!
  • The Helper The Helper:
    I hear that taking a Melatonin around your normal bedtime can really fix jet lag
  • tom_mai78101 tom_mai78101:
    Yeah, I also heard about that as well. I think I'm good. I'm just lucky it's the weekend so I have some time to readjust.
    +1
  • Varine Varine:
    It was a fucking blizzard today, shoveling was an effort in futility.
  • Varine Varine:
    Melatonin gives me nightmares
  • Varine Varine:
    They had me shoveling out the parking lot for the jail. Fucking pointless, they need a blow.
  • Varine Varine:
    Well they gave me a snow blower but it was too wet to do much with with other than compact everything. Oh well, the cop cars can get into there now when they arrest people I guess
    +1

    The Helper Discord

    Members online

    No members online now.

    Affiliates

    Hive Workshop NUON Dome World Editor Tutorials

    Network Sponsors

    Apex Steel Pipe - Buys and sells Steel Pipe.
    Top