I'm having a few issues trying to get a Build ability to build structures on top of another structure (similar to how it works when building a refinery/extractor/assimilator on top of a vespene geyser).
1) First issue is, well, it just won't build on top of the unit I want it to. I'll stop anyone right here before they ask, yes, the unit that is going to be built on another unit has the "foundation" unit in its Behavior: Built On+. When I remove everything from the Behavior: Built On+ the unit builds perfectly normal (well, except for the issue mentioned next). I should maybe also mention that the builder unit isn't owned by the player, it's co-controlled using the Interact ability. Not sure if it's worth mentioning cause it still builds fine when there is nothing in the Behavior: Built On+. In addition to above, if someone could just quickly list all the things needed when doing something like this, I could check and see if I missed anything.
2) This isn't really a major issue as I can probably use a workaround, but it's annoying. It's kinda like a child that will only play with toys that are slightly cleaner than the others or something. This has to do the building visual when constructing a unit. There are 4 structures that, aside from the unit being built, are pretty much identical in how they are set up in the Build ability. They all build, that's fine. They all take the required time to build, that's good. The zerg building build2x2 actor model plays and progresses properly while they are building, that's great. The problem arises from the last part of the model actor. You know how when a zerg building finishes building it plays this sorta explosion animation (referred to as "Build D Start")? Well it only plays for one of the structures when it finishes building. The actor events among the 4 structures are all pretty much the same. Like I said, I can probably make a work around, but I just wanted to know if anyone knew why this happened?
Fixed the first issue. Turns out I had the "No Draw" unit flag on my building "foundation" unit. Turning that off did the trick. I'll probably just do the work around for the second issue, just wanted to know if anyone had any ideas as to why the actor was being rather bratty.
The build ability work closely with the placement footprint unit. Check carefully the placement footprint of the up unit with the placement apply of the down unit. For the rest, you can check with the refinery who gives a nice example.
yes, thank you, I've already fixed the building on another problem as described in my second post.
Unless this is also an answer to my second "problem"? literally the 4 structures are identical in their unit, actor, and when used in the build ability save for the model used for each unit actor, but the Zerg Building Build2x2 model only plays its "Build D Start" anim on one of the structures when it finishes constructing.
Edit: Actually, scratch that, the "Build D Start" anim doesn't play for any of the structures. For some reason, that I can't find in its actor events, one structure plays its death anim on construction complete. Perhaps it requires a certain minimum build time to reach the "Build D Start" anim? Well, anyway, I've already forced the sucker to play the anim when the building finishes construction.
I'm having a few issues trying to get a Build ability to build structures on top of another structure (similar to how it works when building a refinery/extractor/assimilator on top of a vespene geyser).
1) First issue is, well, it just won't build on top of the unit I want it to. I'll stop anyone right here before they ask, yes, the unit that is going to be built on another unit has the "foundation" unit in its Behavior: Built On+. When I remove everything from the Behavior: Built On+ the unit builds perfectly normal (well, except for the issue mentioned next). I should maybe also mention that the builder unit isn't owned by the player, it's co-controlled using the Interact ability. Not sure if it's worth mentioning cause it still builds fine when there is nothing in the Behavior: Built On+. In addition to above, if someone could just quickly list all the things needed when doing something like this, I could check and see if I missed anything.
2) This isn't really a major issue as I can probably use a workaround, but it's annoying. It's kinda like a child that will only play with toys that are slightly cleaner than the others or something. This has to do the building visual when constructing a unit. There are 4 structures that, aside from the unit being built, are pretty much identical in how they are set up in the Build ability. They all build, that's fine. They all take the required time to build, that's good. The zerg building build2x2 actor model plays and progresses properly while they are building, that's great. The problem arises from the last part of the model actor. You know how when a zerg building finishes building it plays this sorta explosion animation (referred to as "Build D Start")? Well it only plays for one of the structures when it finishes building. The actor events among the 4 structures are all pretty much the same. Like I said, I can probably make a work around, but I just wanted to know if anyone knew why this happened?
Fixed the first issue. Turns out I had the "No Draw" unit flag on my building "foundation" unit. Turning that off did the trick. I'll probably just do the work around for the second issue, just wanted to know if anyone had any ideas as to why the actor was being rather bratty.
The build ability work closely with the placement footprint unit. Check carefully the placement footprint of the up unit with the placement apply of the down unit. For the rest, you can check with the refinery who gives a nice example.
@tatatatate: Go
yes, thank you, I've already fixed the building on another problem as described in my second post.
Unless this is also an answer to my second "problem"? literally the 4 structures are identical in their unit, actor, and when used in the build ability save for the model used for each unit actor, but the Zerg Building Build2x2 model only plays its "Build D Start" anim on one of the structures when it finishes constructing.
Edit: Actually, scratch that, the "Build D Start" anim doesn't play for any of the structures. For some reason, that I can't find in its actor events, one structure plays its death anim on construction complete. Perhaps it requires a certain minimum build time to reach the "Build D Start" anim? Well, anyway, I've already forced the sucker to play the anim when the building finishes construction.
So, both problems have been dealt with.