How to Make a Unit Jump up/down Cliffs AKA Upgrades Basic Tutorial

Hi all, sorry its been a while since the last update.

I have been playing around recently with all the different options from the editor and I decided to borrow a few concepts from other maps into my own.

I borrowed WASD movement and the basic jump from a map called WoSTeaser on Scmapster, and I borrowed the concept of shooting missiles from a map called topdownshooter, also on scmapster.  Thanks guys!

I then decided to take that concept further and come up with a way for a ground unit to jump up cliffs.  This is harder than it seems, as simply changing the units height doesn’t automatically allow it to scale over a cliff.  You also can’t just set the unit to collosus ground mover, because it will scale the cliff like there is an invisible ramp underneath it.  It just doesn’t look right.  Thanks to advice from a fellow named Zoator on the beta map forums I was able to come up with a formula that works.  Here is a video with it in action:

So how did I do this? Using Zoator’s advice, I decided to create two upgrades. These upgrades are used to keep track of whether or not a unit is allowed to cross over a cliff.  Within the unit itself there is a property called “mover”.  This tells a unit where it can and can’t go.  There are two special movers that we will toggle back and forth between.  One called “ground” and the other called “colossus”.  (Yep, the same mover the colossus unit uses)

Upgrades themselves are pretty simple compared to other data editor objects, as they only contain a small amount of data. To make it even easier, I copied the upgrade that gives battle cruisers 25 starting energy.

1) In the data editor, right click on Battlecruiser – Starting Energy (or something to that affect) and click duplicate object.

2) With the duplicate selected, double click on it to rename it.  I simply call the first one marinejump off.

3) When finished, navigate to the right and double click on where it says Effects +.  Make it look like this, where marine is your unit that you want to allow to jump over cliffs.

4) Repeat steps 1 through 3, calling it marinejump on and setting the mover to colossus.  It should look like this:

Cool.  We now have two upgrades for the marine unit that will allow it to toggle between walking over cliffs and not being able to walk over them.  So how do we do this?

Using the jump trigger from WoSTeaser, we will add a few new lines.  The end result will look something like this:

gMovementUnit is assigned to marine, so it has the same effect as if you just set it to the unit itself.

If you haven’t already, check out:

http://www.sc2mapster.com/maps/smooth-3rd-person-movement/

for smooth WASD and jump triggers.
In case any of you are having any problems with the triggers, here is my source map.  Sorry if it is a little messy, I have been doing a lot of experimenting in it.  This map also has, what I think, is a really cool camera view.

Jumping Map Download

Related posts:

  1. Basic Triggers Overview Guide
  2. A Simple TD Part 4: Creating a Builder Unit and Data Editor Overview
  3. A Simple TD Part 8, Giving Towers Special Attacks AkA Weapons Tutorial
  4. A Simple TD Part 5: Using the Camera to Follow a Unit
  5. A Simple TD Part 3: Creating Waypoints for Enemy Units