I have a unit using a Warp Train ability to do all the construction for a player. This 'warp gate' unit acts like a controller or toolbar, where the abilities it has effect many things. That all works fine.
However, I would like it so that this controller unit cannot actually construct buildings, it can only start them. I have other units milling around that should then pick up the construction and complete it.
Been looking through flags for the construct abilities, tried triggers to order the initial unit to 'halt' (pause construction, but can't find it), any help would be much appreciated.
I saw your post and thought to give this a try: instead of constructing the unit directly, the "warp gate" could warp in a stationary unit that then constructs the wanted structure on top of its self and being removed when construction is completed. ive tested this and i can have additional workers assist construction with out dying when the structure is completed, if you are interested i can localize and host a copy of the map i developed for this.
Is it possible to use actors to conjure up the 'footprint' splat and building grid?
Because, as I understand it, the ability that creates the dummy unit, then issues the order for it to build... will only be an Effect - Target (point) ability. I'd ideally like for it to be accurate (ie: including placement footprints).
Here Is a map that does what i was describing with a few extras. The Marine in the center can warp build a command center and the two scvs can expedite its construction.
the command center and its construction dummy have a conjoin behavior that links their hp and the dummy has a 100 hp per second hp regen.
the conjoin behavior is removed from the finished command center by the construction complete behavior. this happens so the CC dosent die when the dummy does for completeing the structure.
the command centers default Buildable ability was replaced with a custom one to enable multiple builder by default. in this case 3 the main and two extra.
i believe the conjoined behavior can not be disabled but when removed via effect the host units do not self destruct. or at least this is where my testing in pointing.
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Hey,
I have a unit using a Warp Train ability to do all the construction for a player. This 'warp gate' unit acts like a controller or toolbar, where the abilities it has effect many things. That all works fine.
However, I would like it so that this controller unit cannot actually construct buildings, it can only start them. I have other units milling around that should then pick up the construction and complete it.
Been looking through flags for the construct abilities, tried triggers to order the initial unit to 'halt' (pause construction, but can't find it), any help would be much appreciated.
@Nardival:
I saw your post and thought to give this a try: instead of constructing the unit directly, the "warp gate" could warp in a stationary unit that then constructs the wanted structure on top of its self and being removed when construction is completed. ive tested this and i can have additional workers assist construction with out dying when the structure is completed, if you are interested i can localize and host a copy of the map i developed for this.
Yeah, make a dummy unit that begins construction and is destroyed as soon as placement is over leaving it free for your other units to do.
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
@DrSuperEvil: Go
Okay, that sounds like it may just work.
Is it possible to use actors to conjure up the 'footprint' splat and building grid?
Because, as I understand it, the ability that creates the dummy unit, then issues the order for it to build... will only be an Effect - Target (point) ability. I'd ideally like for it to be accurate (ie: including placement footprints).
Here Is a map that does what i was describing with a few extras. The Marine in the center can warp build a command center and the two scvs can expedite its construction.
@vailreth: Go
Thought the conjoined behaviour was unable to be removed without self destructing the one unit.
@Nardival: Go
Try doing it like the raven point defence ability.
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
@DrSuperEvil: Go
i believe the conjoined behavior can not be disabled but when removed via effect the host units do not self destruct. or at least this is where my testing in pointing.