Ships and Bridges

Nathan0093

New Member
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4
Is it possible to allow both ships to travel under bridges and land units to walk on them? I tried using trigger to move the ships through a bridge but that doesnt seem smooth. Lets say I ordered a ship to move from point A to point B, and there's a bridge between two points. After the ship is instantly moved over to the other side it doesnt automatically continue to point B.

One more thing. I couldnt get multiple ships to travel through a bridge continously because that would cause some ships to land the "enter" region on the otherside. Those ships would then be instantly moved back to the side they came from. Help?
 

Ninja_sheep

Heavy is credit to team!
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64
Maybe you can use portals.

But to make it look smooth I gues you'd need some kind of dummy leaving the bridge. But I dunno since the dummy would just appear on the bridgeinstead of under it :/
 

Drunken_God

Hopes to get back into Mapmaking with SC2 :)
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106
maybe you could turn the pathing off if the shipt comes into a region(which is place on the bridge)
 

Drunken_God

Hopes to get back into Mapmaking with SC2 :)
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dunno^^
maybe the top of the ships will look over the bridge

EDIT: LOL i tested it. my ships were swimming over the bridge but overall it worked
 

konerboy

Run piggy Run!
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95
you could let the ship go over the bridge instead! by magic :D

if youre interrested i can make something out.
 

Nathan0093

New Member
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I think I'll go back to making the ships go through from under bridges instead. Now I have another problem that needs correcting.
Code:
Ship Order
    Events
        Unit - A unit Is issued an order targeting a point
    Conditions
        Or - Any (Conditions) are true
            Conditions
                (Unit-type of (Triggering unit)) Equal to Merchant Vessel
                (Unit-type of (Triggering unit)) Equal to Transport Ship
                (Unit-type of (Triggering unit)) Equal to Assault Ship
                (Unit-type of (Triggering unit)) Equal to Demolition Ship
                (Unit-type of (Triggering unit)) Equal to War Galley
                (Unit-type of (Triggering unit)) Equal to Ballistic Frigate
                (Unit-type of (Triggering unit)) Equal to Cannon Galleon
                (Unit-type of (Triggering unit)) Equal to Hydra
                (Unit-type of (Triggering unit)) Equal to Mur'gul Tidewarrior
                (Unit-type of (Triggering unit)) Equal to Snap Dragon
                (Unit-type of (Triggering unit)) Equal to Sea Giant
                (Unit-type of (Triggering unit)) Equal to Giant Sea Turtle
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Global_Array Less than 1000
            Then - Actions
                Set Global_Array = (Global_Array + 1)
                Set Current_Target_Point_Ship[Global_Array] = (Target point of issued order)
            Else - Actions
                Set Global_Array = 0
                Set Current_Target_Point_Ship[Global_Array] = (Target point of issued order)

Code:
SW Bridge LR
    Events
        Unit - A unit enters SW Bridge Left Enter <gen>
    Conditions
        Or - Any (Conditions) are true
            Conditions
                (Unit-type of (Triggering unit)) Equal to Merchant Vessel
                (Unit-type of (Triggering unit)) Equal to Transport Ship
                (Unit-type of (Triggering unit)) Equal to Assault Ship
                (Unit-type of (Triggering unit)) Equal to Demolition Ship
                (Unit-type of (Triggering unit)) Equal to War Galley
                (Unit-type of (Triggering unit)) Equal to Ballistic Frigate
                (Unit-type of (Triggering unit)) Equal to Cannon Galleon
                (Unit-type of (Triggering unit)) Equal to Hydra
                (Unit-type of (Triggering unit)) Equal to Mur'gul Tidewarrior
                (Unit-type of (Triggering unit)) Equal to Snap Dragon
                (Unit-type of (Triggering unit)) Equal to Sea Giant
                (Unit-type of (Triggering unit)) Equal to Giant Sea Turtle
    Actions
        Set BridgeLocation = (Center of SW Bridge Right Exit <gen>)
        Unit - Move (Triggering unit) instantly to BridgeLocation, facing (Facing of (Triggering unit)) degrees
        Unit - Order (Triggering unit) to Right-Click Current_Target_Point_Ship[Global_Array]
        Custom script:   call RemoveLocation(udg_BridgeLocation)
With these two triggers Im making it so that when ship A is ordered to move through a bridge, itll move toward the bridge and be instantly moved to the other side. Then itll be ordered again to move toward its intended destination. The problem is that the target point overlaps if another ship is ordered while ship A is moving. Ship A will then attempt to move to the new location instead. Can anyone help me fix this and make it MUI as well? +rep if it works.
 

konerboy

Run piggy Run!
Reaction score
95
Ship Order
Events
Unit - A unit Is issued an order targeting a point
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Merchant Vessel
(Unit-type of (Triggering unit)) Equal to Transport Ship
(Unit-type of (Triggering unit)) Equal to Assault Ship
(Unit-type of (Triggering unit)) Equal to Demolition Ship
(Unit-type of (Triggering unit)) Equal to War Galley
(Unit-type of (Triggering unit)) Equal to Ballistic Frigate
(Unit-type of (Triggering unit)) Equal to Cannon Galleon
(Unit-type of (Triggering unit)) Equal to Hydra
(Unit-type of (Triggering unit)) Equal to Mur'gul Tidewarrior
(Unit-type of (Triggering unit)) Equal to Snap Dragon
(Unit-type of (Triggering unit)) Equal to Sea Giant
(Unit-type of (Triggering unit)) Equal to Giant Sea Turtle
Actions
If (All Conditions are True) then do (Then Actions) else do (Else

that is wrong it's not a multi unit entering. remove "If (all conditions are true)
and make it a variable instead that will degrease lagg.

_______
Player Ships equal to Giant Sea Turtle

________________________

(Unit-type of (Triggering unit)) Equal to Player Ships
 
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