This trigger is made to be followed by anybody who is a Semi-Beginner. In other words, you can navigate decently in the trigger editor to follow how to get to these actions. The following trigger is also not set up for efficiency as there is not a real need, since the trigger ends within 7 seconds.
Without further adieu, here it is:
Objective:
Prior to the actual trigger, this is what we need to do.
On the edge of the cliff make a long and slim region across it, but not on the cliff, below it.
Then we need to know which way the zergling will be climbing up. This is used twice in the actual trigger. When the unit is created he faces this angle. When the unit moves, he moves in this direction.
Events
Timer - Every 1.0 seconds of Real Time
Local Variables
Conditions
Actions**
Creates a zergling
Unit - Create 1 Zergling for player 1 at (Random point in Region 001) facing 90.0 degrees (Ignore Placement)
The following Trigger Actions are Set Unit State and Change Unit Height
Unit - Turn (Last created unit) Ignore Terrain Height state On
Unit - Turn (Last created unit) Highlightable state Off
Unit - Turn (Last created unit) Selectable state Off
Unit - Turn (Last created unit) Status Bar state Off
Since our Zergling is devoid of all terrain height, I setted his height to the top of the abyss. (Part Below the cliff)
Unit - Change (Last created unit) height to 10.0 over 0.0 seconds
Unit - Turn (Last created unit) Movable state Off
The Walk animation should have the Play Forever Option checked.
Animation - Play Walk animation for (Actor for (Last created unit)) as Default, using Play Forever options and Default Time blend time
The height here should be the height of the cliff.
Unit - Change (Last created unit) height to 22.0 over 6.0 seconds
The Timer below should match the Change Height Timer above that sets the height of the Zergling.
General - Wait 6.0 Real Time seconds
Lets our Zergling move again, and attack move towards the cliff.
Unit - Turn (Last created unit) Movable state On
Unit - Order (Last created unit) to ( Attack targeting ((Position of (Last created unit)) offset by 2.0 towards 90.0 degrees)) (Replace Existing Orders)
Resets the Animation as to stop the Never Ending Walk Animation.
Animation - Clear the Default animation for (Actor for (Last created unit))
This Allows the Zergling time to get on the cliff before stuttering back down.
General - Wait 1.0 Real Time seconds
This resets all of the things we turned off on the Zergling while he Pranced his way upwards.
Unit - Turn (Last created unit) Ignore Terrain Height state Off
Unit - Change (Last created unit) height to 0.0 over 0.0 seconds
Unit - Turn (Last created unit) Highlightable state On
Unit - Turn (Last created unit) Selectable state On
Unit - Turn (Last created unit) Status Bar state On
it might be interesting in like a 3rd personish type of prince of persia where he runs along walls haha seems fun concept :P like changing the height he goes to instead of complete wall height and making him crab crawl to right/left and have him climb back down
Not too bad, but sadly this is very undynamic. It could very well be
used for instance in a cinematic though.
I have been looking for a way to make wallruns possible but I am afraid
it's not possible in the dynamic way that I was hoping for.
But good work and good tutorial never the less.
The problem is its not really running on the wall. It just is a visual trick using triggers to make it appear like they are climbing the wall.
Though it does look pretty good. Very Flavorish way to go for rpg events and such. It reminds me of the D3 demo video for the barbarian where the dog things climb out of the pits on to the playing field.
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@SouLCarveRR: Go
Yes that was exactly what I mean. It has it's uses but it's no actual wall climbing.
Yeah that D3 scene was sweet.
@zeropoints: Go
Actually that's part of what I had in mind for a project but realized it wouldn't work out. There is no way you could do any of that with this here technique. Still it is an easy way of making it actually look(!) like they can climb walls.
When I first saw the video, I wondered how you got the zergling to look like it's feet were on the wall, so I looked through you little explanation... apparently the zergling's small enough to look like it's actually clinging and climbing the wall, when all it is is just raising the height of the unit and playing the run animation... as opposed to an Ultralisk, that would look like it's running in place like CJ from san andreas and floating straight up, haha. Very nice!
I just tried it with the ultralisk prepared for shit n giggles, but actually, it didn't look half bad. The only real issue was at the top you could see him going through the cliff. On the way up tho, it looked fine.
Very awesome. Based on the title I was 90% sure it was gonna be zerglings with reaper packs ability
Same thing with me, i thought "Just another person putting the jet pack or colossus wall climbing ability on a zergling". Skittles, i have been proven wrong, and this is a really cool way of making zerglings climb walls :D
If the only thing your trigger does is playing an animation and adjusting heights before moving away from the cliff side, there must be a way to do this via events in the data editor... I'm not sure how to know when to start and when to stop the behavior, though... You'd probably have to place a dummy actor to compare the current height and the destination (quite like the reaper jump ability), but I'm not sure we can know when the unit collides with cliffs (to start the behavior) via data.
I dont know to much about data myself. But if you can read cliff levels then you can always check the point infront of the unit until it reaches what it needs. Sadly, without a proper animation, this will will look weird from side prospectives unless the unit is perhaps tilted some using pitch. But I really have no idea how to do that sort of thing in sc2. I wish I did though.
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This trigger is made to be followed by anybody who is a Semi-Beginner. In other words, you can navigate decently in the trigger editor to follow how to get to these actions. The following trigger is also not set up for efficiency as there is not a real need, since the trigger ends within 7 seconds.
Without further adieu, here it is:
Objective:
Prior to the actual trigger, this is what we need to do.
On the edge of the cliff make a long and slim region across it, but not on the cliff, below it. Then we need to know which way the zergling will be climbing up. This is used twice in the actual trigger. When the unit is created he faces this angle. When the unit moves, he moves in this direction.
Events
Timer - Every 1.0 seconds of Real Time
Local Variables
Conditions
Actions**
Creates a zergling
Unit - Create 1 Zergling for player 1 at (Random point in Region 001) facing 90.0 degrees (Ignore Placement)
The following Trigger Actions are Set Unit State and Change Unit Height
Unit - Turn (Last created unit) Ignore Terrain Height state On
Unit - Turn (Last created unit) Highlightable state Off
Unit - Turn (Last created unit) Selectable state Off
Unit - Turn (Last created unit) Status Bar state Off
Since our Zergling is devoid of all terrain height, I setted his height to the top of the abyss. (Part Below the cliff)
Unit - Change (Last created unit) height to 10.0 over 0.0 seconds
Unit - Turn (Last created unit) Movable state Off
The Walk animation should have the Play Forever Option checked.
Animation - Play Walk animation for (Actor for (Last created unit)) as Default, using Play Forever options and Default Time blend time
The height here should be the height of the cliff.
Unit - Change (Last created unit) height to 22.0 over 6.0 seconds
The Timer below should match the Change Height Timer above that sets the height of the Zergling.
General - Wait 6.0 Real Time seconds
Lets our Zergling move again, and attack move towards the cliff.
Unit - Turn (Last created unit) Movable state On
Unit - Order (Last created unit) to ( Attack targeting ((Position of (Last created unit)) offset by 2.0 towards 90.0 degrees)) (Replace Existing Orders)
Resets the Animation as to stop the Never Ending Walk Animation.
Animation - Clear the Default animation for (Actor for (Last created unit))
This Allows the Zergling time to get on the cliff before stuttering back down.
General - Wait 1.0 Real Time seconds
This resets all of the things we turned off on the Zergling while he Pranced his way upwards.
Unit - Turn (Last created unit) Ignore Terrain Height state Off
Unit - Change (Last created unit) height to 0.0 over 0.0 seconds
Unit - Turn (Last created unit) Highlightable state On
Unit - Turn (Last created unit) Selectable state On
Unit - Turn (Last created unit) Status Bar state On
Looking cool :P Now add more bugs and we can have some real invasion
@progammer: Go
Eh, Only have like 5 awkwardly made spellls atm. An invasion would wipe out the poor little prisoner zealot! And he's been through a lot already!
Awesome work, Skittles, :D.
Very awesome. Based on the title I was 90% sure it was gonna be zerglings with reaper packs ability >_< Happily surprised =)
Not too bad, but sadly this is very undynamic. It could very well be used for instance in a cinematic though.
I have been looking for a way to make wallruns possible but I am afraid it's not possible in the dynamic way that I was hoping for.
But good work and good tutorial never the less.
it might be interesting in like a 3rd personish type of prince of persia where he runs along walls haha seems fun concept :P like changing the height he goes to instead of complete wall height and making him crab crawl to right/left and have him climb back down
The problem is its not really running on the wall. It just is a visual trick using triggers to make it appear like they are climbing the wall.
Though it does look pretty good. Very Flavorish way to go for rpg events and such. It reminds me of the D3 demo video for the barbarian where the dog things climb out of the pits on to the playing field.
@SouLCarveRR: Go Yes that was exactly what I mean. It has it's uses but it's no actual wall climbing.
Yeah that D3 scene was sweet.
@zeropoints: Go Actually that's part of what I had in mind for a project but realized it wouldn't work out. There is no way you could do any of that with this here technique. Still it is an easy way of making it actually look(!) like they can climb walls.
Yeah, it's based off D3. My entire map is. =D
wow. Just like that opening fight in D3 demo. Now zerg can be even more swarmy!
Nice, that's awesome!
When I first saw the video, I wondered how you got the zergling to look like it's feet were on the wall, so I looked through you little explanation... apparently the zergling's small enough to look like it's actually clinging and climbing the wall, when all it is is just raising the height of the unit and playing the run animation... as opposed to an Ultralisk, that would look like it's running in place like CJ from san andreas and floating straight up, haha. Very nice!
@BorgDragon: Go
I just tried it with the ultralisk prepared for shit n giggles, but actually, it didn't look half bad. The only real issue was at the top you could see him going through the cliff. On the way up tho, it looked fine.
Same thing with me, i thought "Just another person putting the jet pack or colossus wall climbing ability on a zergling". Skittles, i have been proven wrong, and this is a really cool way of making zerglings climb walls :D
If the only thing your trigger does is playing an animation and adjusting heights before moving away from the cliff side, there must be a way to do this via events in the data editor... I'm not sure how to know when to start and when to stop the behavior, though... You'd probably have to place a dummy actor to compare the current height and the destination (quite like the reaper jump ability), but I'm not sure we can know when the unit collides with cliffs (to start the behavior) via data.
@ZealNaga: Go
I dont know to much about data myself. But if you can read cliff levels then you can always check the point infront of the unit until it reaches what it needs. Sadly, without a proper animation, this will will look weird from side prospectives unless the unit is perhaps tilted some using pitch. But I really have no idea how to do that sort of thing in sc2. I wish I did though.