Normally, placement models/footprints prevent you from building/landing other things on them. E.g. if you order an SCV to construct a supply depot somewhere, then you cannot queue up a second supply depot at that spot (unless you click really fast, but then the order just gets ignored). The build grid will show red/invalid cells there. The same applies to landing flying buildings, placing auto-turrets, rooting spine/spore crawlers and summoning nydus worms.
When playing with allies, however, such as in co-op or team ladder games, you can see their placement models but they don't block you from placing anything there.
Is there a way to make the footprints of placement models apply to the build grids of allies, i.e. block allies from placing things?
I was thinking of having a paused, hidden dummy unit issue the same build command and setting the player's placement models to Invisible using an upgrade. (This is for a unit tester so costs are irrelevant).
Normally, placement models/footprints prevent you from building/landing other things on them. E.g. if you order an SCV to construct a supply depot somewhere, then you cannot queue up a second supply depot at that spot (unless you click really fast, but then the order just gets ignored). The build grid will show red/invalid cells there. The same applies to landing flying buildings, placing auto-turrets, rooting spine/spore crawlers and summoning nydus worms.
When playing with allies, however, such as in co-op or team ladder games, you can see their placement models but they don't block you from placing anything there.
Is there a way to make the footprints of placement models apply to the build grids of allies, i.e. block allies from placing things?
I cannot see a solution short of instantly creating a foundation building that is then morphed to completion by the constructing unit.
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 was thinking of having a paused, hidden dummy unit issue the same build command and setting the player's placement models to Invisible using an upgrade. (This is for a unit tester so costs are irrelevant).
Thanks for the help.