Hey, I was wondering if anyone could help me out here. In WC3 you could place a building command on itself to correct any misplacements, but in SC2 the building command creates a footprint and therefore by default this is not possible, see below:
I'd like the second placement to be able to be built on the first placement. I was playing around with the building footprint (and placement footprint) and was able to get this to work but with the unwanted side effect that it removed the red Xs from both built and unbuilt buildings. Ideally I'd like to keep the red Xs on already built buildings but not on queued ones.
The only way i can see you "" I'd like the second placement to be able to be built on the first placement."" Is to make them stack-able. To do this all you need to do is remove the collision from the unit.
Thanks for the reply, but unfortunately that's not a side effect that I'm happy with.
I did end up figuring out a solution: I have the structure footprint apply "no burrow", and the placement footprint checks for "no burrow" as invalid but doesn't itself apply "no burrow". I had first tried this with "creep" and "no creep" but for some reason they didn't work the same way.
Hey, I was wondering if anyone could help me out here. In WC3 you could place a building command on itself to correct any misplacements, but in SC2 the building command creates a footprint and therefore by default this is not possible, see below:
I'd like the second placement to be able to be built on the first placement. I was playing around with the building footprint (and placement footprint) and was able to get this to work but with the unwanted side effect that it removed the red Xs from both built and unbuilt buildings. Ideally I'd like to keep the red Xs on already built buildings but not on queued ones.
@VindicisSC2:
The only way i can see you "" I'd like the second placement to be able to be built on the first placement."" Is to make them stack-able. To do this all you need to do is remove the collision from the unit.
@SC2UniversalDomination: Go
Thanks for the reply, but unfortunately that's not a side effect that I'm happy with.
I did end up figuring out a solution: I have the structure footprint apply "no burrow", and the placement footprint checks for "no burrow" as invalid but doesn't itself apply "no burrow". I had first tried this with "creep" and "no creep" but for some reason they didn't work the same way.