My problem here was a little difficult to iterate in the title, so I apologize in advance if you find it misleading.
In my game I have a main command base. It comprises of a small central building as well as models that I've used actors to attach to each of the four sides. Now, in each corner you can build a structure called a "command door" (lowered supply depot), and from this command door you can build buildings such as the barracks, factory or starport in order to call units into the battlefield that correspond with the building tech level.
The command doors are built as add-ons to the command center (the same way reactor is built on barracks) and the buildings from the command door are trained (based on larva ability), so that you can have the option to build more than one without making several morphing abilities.
Given this situation, my problem is that when I build the command door, and when the buildings are built from the command door, I would like the command door to be somehow aware that there is a building above it, so that you can't build anything from the command door while the building is above. Additionally, when the building is being built, the command door opens up, so I want it to retain this animation for as long as the building is being detected.
Another problem, that is perhaps caused by me overlooking some details, is that the ability to build each individual command door will not disappear on the command card of the command base when the command door is complete, as opposed to the barracks and its add-on ability.
If there is an idea for another, preferably easier, way to approach this please let me know as well!
Give the building being built a buff that uses a search area effect to apply another buff to your command door like an aura. Use the Under Construction flag to validate the main buff and use requirements on the command door for the second buff. Then just add some events to the actor to get it to play the animation when the behaviour is on and to remove them when it is off.
Your second problem sounds like a requirements issue.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Thanks a lot Dr, I appreciate it. That's actually a great idea, and I'll implement it to achieve that effect I wanted. As for the second problem, I thought so too, and I was spending some time looking into it and trying to find out where the requirement is, and I'm pretty sure it's something I overlooked. As long as I follow what the barracks did I think it'll end up working in the end.
So for future reference, the fix to this was quite interesting. It turns out that there is no explicit requirement in the ability or anywhere else for that matter. Instead what must be done is to copy the tech lab - barracks behaviour. It has an associated requirement node as well a validator. When one has made sure everything matches up, they proceed to put that behaviour in the "added on units" field in the unit that acts as the add-on. Additionally, you have to make sure the add-on ability is based off of "terran add-ons", NOT "barracks add-ons". That kept fucking with me for the longest time. When all of this is done, the magic workings of the editor will somehow ensure that when you build your add-on the button will be hidden!
Rollback Post to RevisionRollBack
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My problem here was a little difficult to iterate in the title, so I apologize in advance if you find it misleading.
In my game I have a main command base. It comprises of a small central building as well as models that I've used actors to attach to each of the four sides. Now, in each corner you can build a structure called a "command door" (lowered supply depot), and from this command door you can build buildings such as the barracks, factory or starport in order to call units into the battlefield that correspond with the building tech level.
The command doors are built as add-ons to the command center (the same way reactor is built on barracks) and the buildings from the command door are trained (based on larva ability), so that you can have the option to build more than one without making several morphing abilities.
Given this situation, my problem is that when I build the command door, and when the buildings are built from the command door, I would like the command door to be somehow aware that there is a building above it, so that you can't build anything from the command door while the building is above. Additionally, when the building is being built, the command door opens up, so I want it to retain this animation for as long as the building is being detected.
Another problem, that is perhaps caused by me overlooking some details, is that the ability to build each individual command door will not disappear on the command card of the command base when the command door is complete, as opposed to the barracks and its add-on ability.
If there is an idea for another, preferably easier, way to approach this please let me know as well!
Thanks a lot in advance.
Give the building being built a buff that uses a search area effect to apply another buff to your command door like an aura. Use the Under Construction flag to validate the main buff and use requirements on the command door for the second buff. Then just add some events to the actor to get it to play the animation when the behaviour is on and to remove them when it is off.
Your second problem sounds like a requirements issue.
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
Thanks a lot Dr, I appreciate it. That's actually a great idea, and I'll implement it to achieve that effect I wanted. As for the second problem, I thought so too, and I was spending some time looking into it and trying to find out where the requirement is, and I'm pretty sure it's something I overlooked. As long as I follow what the barracks did I think it'll end up working in the end.
Check the show part of the requirements.
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
So for future reference, the fix to this was quite interesting. It turns out that there is no explicit requirement in the ability or anywhere else for that matter. Instead what must be done is to copy the tech lab - barracks behaviour. It has an associated requirement node as well a validator. When one has made sure everything matches up, they proceed to put that behaviour in the "added on units" field in the unit that acts as the add-on. Additionally, you have to make sure the add-on ability is based off of "terran add-ons", NOT "barracks add-ons". That kept fucking with me for the longest time. When all of this is done, the magic workings of the editor will somehow ensure that when you build your add-on the button will be hidden!