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    posted a message on [Footprint] structure with custom footprint don't snap to build-grid

    For people who share this old problem:

     

    Go to your Footprint, Layer: Pathing --> Click Pathing drop down menu, change to Placement Apply and set that, next Placement Check and set that.  From there you should be good to go.  Buildings snap to the placement grid in editor and they won't overlap.

    Posted in: Data
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    posted a message on Trigger that knows if a player selects Random Race?

    TerraAzure just showed me how to do this.  That guy is awesome.

     

    Condition:  Attribute Player Value:  Attribute:  Race:

     

    Same thing said differently:  Make Condition, Value 1 should be "Attribute Player value" - then under Attribute, go to Value:  Race - from here you should be able to select Random.

    Posted in: Triggers
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    posted a message on Trigger that knows if a player selects Random Race?

    Map > Game Variants > Player Attributes > *Here it looks like I can remove the Random selection - I'll look into adding my own custom RandomRace then build the rest with triggers.

     

    This is probably far more work then its worth but damn I want it.

    Posted in: Triggers
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    posted a message on Trigger that knows if a player selects Random Race?

    Somehow Desert Strike Azure does it.  You can select Random in the lobby and in game it knows you selected Random.  I was thinking of creating a new race named "Random" and then just doing the rest with triggers - but I wasn't sure how to remove the existing Random selection from the Bnet lobby.

    Posted in: Triggers
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    posted a message on Trigger that knows if a player selects Random Race?

    If - Player Race = Random (in bnet lobby)

     

    ^ How do I build this condition in the editor?

    Posted in: Triggers
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