So I have a building with a custom footprint. What I'm noticing however is that these buildings, when they're built, don't push the ground down unlike buildings that use normal footprints. Is there some kind of field I have to edit so that my custom footprints do this?
Put it in the placement field? Does it have collision on the right plane? Push priority high enough?
That's not exactly the problem. Here's a screenshot of it, you see how the terrain under it remains the same? Normally it should flatten out a bit instead of remaining all noisy.
Each building's actor, within the Events+ field, has the following events(I am using the Barracks as an example)
UnitConstruction.Barracks.Start
Create BuildingTerrainFlatten
UnitBirth.Barracks.Normal
Create BuildingTerrainFlatten
UnitBirth.Barracks.Suppressed
Create BuildingTerrainFlattenInstant
UnitBirth.Barracks.Editor
Create BuildingTerrainFlattenEditor
Without knowing if you made a custom barracks or modified the Events +, that is the only suggestion I can come up with for the moment.
Oh ok thanks again Borg haha, I thought it was the BarracksSplat actor that was doing this but I didn't know it was just in the events itself.
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So I have a building with a custom footprint. What I'm noticing however is that these buildings, when they're built, don't push the ground down unlike buildings that use normal footprints. Is there some kind of field I have to edit so that my custom footprints do this?
Put it in the placement field? Does it have collision on the right plane? Push priority high enough?
Edit: Talk about editing the whole question, you orignally said pushes units about.
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
That's not exactly the problem. Here's a screenshot of it, you see how the terrain under it remains the same? Normally it should flatten out a bit instead of remaining all noisy.
Actually, that is all controlled by an ACTOR. =D
Each building's actor, within the Events+ field, has the following events(I am using the Barracks as an example)
Without knowing if you made a custom barracks or modified the Events +, that is the only suggestion I can come up with for the moment.
Oh ok thanks again Borg haha, I thought it was the BarracksSplat actor that was doing this but I didn't know it was just in the events itself.