I've got an SCV that I'm letting the player build with, but I'd like to keep it in place as units come in to destroy any buildings. I'm using a Terran Beacon with a 2 x 2 footprint and the Structure collide flag to keep the SCV from building on the Beacons.
I've tried giving the SCV and the Beacon the Unused(Land10) collide flag but that flag seems to block ground units completely. Is there another option that I can use (in the Data Editor) that will keep the SCV inside a confined area while allowing enemies into that area?
I'm trying to use a Terran Beacon as a boundry for the SCV. I don't want the SCV to build or travel on the Beacons, but I want all other units able to travel on the beacons.
"I'm using a Terran Beacon with a 2 x 2 footprint..."
The footprint was causing the issue. Footprint must be set to none. In place of the footprint I had to define "Movement: Radius". This will have to work enough for me.
I found something that someone else might be able to use to hide a path in any map. With how I've placed (on accident) the Terran Beacons there was a 1 x 2 gap that the SCV can fit through. The strange thing is that I had to guide the SCV to and through it. Simply ordering the SCV to the other side of the Terran Beacons will send the SCV to the beacons without much success unless the gap is very close. Seems this is an easy way to break the games pathing for specified units.
EDIT: Thought I should mention that Terran Beacons have the Movable "Unit: Flag" disabled.
I've got an SCV that I'm letting the player build with, but I'd like to keep it in place as units come in to destroy any buildings. I'm using a Terran Beacon with a 2 x 2 footprint and the Structure collide flag to keep the SCV from building on the Beacons.
I've tried giving the SCV and the Beacon the Unused(Land10) collide flag but that flag seems to block ground units completely. Is there another option that I can use (in the Data Editor) that will keep the SCV inside a confined area while allowing enemies into that area?
is the goal to prevent the scv from walking on the beacon, or building? This is not particularly clear.
Sounds like a Movement: Collide field problem to me.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I'm trying to use a Terran Beacon as a boundry for the SCV. I don't want the SCV to build or travel on the Beacons, but I want all other units able to travel on the beacons.
I repeat what I said.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
"I'm using a Terran Beacon with a 2 x 2 footprint..." The footprint was causing the issue. Footprint must be set to none. In place of the footprint I had to define "Movement: Radius". This will have to work enough for me.
I found something that someone else might be able to use to hide a path in any map. With how I've placed (on accident) the Terran Beacons there was a 1 x 2 gap that the SCV can fit through. The strange thing is that I had to guide the SCV to and through it. Simply ordering the SCV to the other side of the Terran Beacons will send the SCV to the beacons without much success unless the gap is very close. Seems this is an easy way to break the games pathing for specified units.
EDIT: Thought I should mention that Terran Beacons have the Movable "Unit: Flag" disabled.