I'll need to double check this in the editor, but you may want to have the building ability run an upgrade that changes the collision flags of the building (Remove all of them). Then have another ability that you catch with a trigger and sets the upgrade level back to 0.
1) Create a Apply Behavior effect, applies a behavior we will call Force Unsiege.
2) The behavior will have the flag Uncommandable set (so they can not stop the order to unsiege).
3) Create a validator for unit type (comparing it to the unit the unit will morph into, in this case, a Siege Tank). Place this validator in the behavior remove field, so the behavior is destroyed when the unsiege is complete.
4) The behavior will have an initial effect of an Issue Order effect, ordering in the unit to unsiege.
If you wish to extend this to any other unit, you will need to create a switch effect, and use a validator for each case, checking if the unit has a particular ability, and then doing an issue order effect accordingly. The validator will also have to be a combine of all possible morphs (Phase Prism, Siege Tank, etc.).
If you define the last person in the game as the last person with their Hero, then you will need to create a trigger along the lines of:
Trigger: Unit Dies
Condition: Type of Triggering Unit = Hero (or whaterver thing makes that unit distinct)
Count of (Units of Type Hero) = 1
Action: End game in victory for Player (Owner of (Units in region (Entire Map) matching condition (Hero)))
This is assuming you are not tracking player Heros in a unit group. If you are, then change the condition to be simply Count of Living units in (Unit group with Heros in it) = 1
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I'll need to double check this in the editor, but you may want to have the building ability run an upgrade that changes the collision flags of the building (Remove all of them). Then have another ability that you catch with a trigger and sets the upgrade level back to 0.
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To absoultely force the unsiege
1) Create a Apply Behavior effect, applies a behavior we will call Force Unsiege.
2) The behavior will have the flag Uncommandable set (so they can not stop the order to unsiege).
3) Create a validator for unit type (comparing it to the unit the unit will morph into, in this case, a Siege Tank). Place this validator in the behavior remove field, so the behavior is destroyed when the unsiege is complete.
4) The behavior will have an initial effect of an Issue Order effect, ordering in the unit to unsiege.
If you wish to extend this to any other unit, you will need to create a switch effect, and use a validator for each case, checking if the unit has a particular ability, and then doing an issue order effect accordingly. The validator will also have to be a combine of all possible morphs (Phase Prism, Siege Tank, etc.).
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If you define the last person in the game as the last person with their Hero, then you will need to create a trigger along the lines of:
Trigger: Unit Dies
Condition: Type of Triggering Unit = Hero (or whaterver thing makes that unit distinct) Count of (Units of Type Hero) = 1
Action: End game in victory for Player (Owner of (Units in region (Entire Map) matching condition (Hero)))
This is assuming you are not tracking player Heros in a unit group. If you are, then change the condition to be simply Count of Living units in (Unit group with Heros in it) = 1
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A simpler method would be to have a trigger
Unit takes Fatal damage from (Damage effect here)