I'm not in the editor to tell you for sure...but I think you can use a validator for the landing ability that checks if the target location is on a geyser. I should be able to look at this tonight and let you know if I can get that to work.
Ah yea.... I had the exact same problem a long time ago. Easy man, you just have to change your placement footprint check to fit the same type of footprint apply as your geyser. You can do it via like no burrowing, creep, etc. So you could land your barrack not only on geyser.
Hm, no matter what pathing I choose or how I rework it, the Barrack can never land on a Geyser. Making it being built on a Geyser works fine, but the landing is the problem.
This isn't a footprint problem, rather a collision problem. Go into the barracks (The ground version, not the flying version), and uncheck collide: Structure and collide: roach burrow. The bad news is that when you made it buildable on geysers you made it unable to land on them. So, it's either one or the other.
Not that I know of. I tested the idea six ways to Sunday, to no avail. I tried using the same footprints and placement footprints as an assimilator, or refinery, etc. That didn't work, I tried using no footprints, that didn't work, I tried turning on the Ignore Placement and the Ignore Collision flags of the land ability, didn't work, and I even tried a combination of all of those. The only solution I can think of would be to make a new footprint and somehow edit it to be able to land on the geyser. Let me know if you find a solution, I'll continue to look for one as well.
Flags: Built on optional (Everything else is normal)
This allows SCVs to only construct Barracks on Geysers, and at no other location. (It is the same settings that Refinery has.) Geysers have a new name and new graphic, so they kinda look like flat "helicopter-zones". They use the Flag: Unselectable, so players cant select them.
I have tried your suggestion today, in combination with lots of variations on Pathing footprint and other settings, but I canĀ“t find any solution that allows Barracks to BOTH be landed and constructed only on Geysers.
You are very kind who commits all this work to helping me out!
But in your video, Barracks are still able to land anywhere on the ground. I try to get them being able to ONLY land on Geysers. So Barracks can only be built on Geysers and they can only land on Geysers. They can not touch the ground in any other way (Sorry if I was unclear with this)
I'm not much of an expert on validators, but I've been toying around with them and basically you have to make a validator that checks the placement location or the target or something of that nature, I'm sorry that I don't have a definitive answer on that one. When you've got your validator, add it to the land ability's Validator Array.
I have tested lots of validators in the past, but I ofc will try it again. These "should" work:
Location Type
Placement Location
Unit Compare Behavior Count (If the Geyser has a behavior the validator checks for)
But nothing works at all. The Barrack can still land wherever it wants.
I will continue exploring this, but if someone else also stumbles into this thread, please share your ideas. I have been struggling with this for a long time now, would be so nice to finally have it solved : )
Create a new ability with type Effect - Instant add Target Filter: Resource:Raw to it, then make an Issue Order effect, which will activate from the ability - this would issue the order to land, and just hide the land ability so that it can't be called directly.
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Is it possible to make Barracks able to only land on geysers, and not normal ground?
I have managed to make Barracks buildable on geysers, just as a Refinery. The problem is the landing..
I'm not in the editor to tell you for sure...but I think you can use a validator for the landing ability that checks if the target location is on a geyser. I should be able to look at this tonight and let you know if I can get that to work.
Sounds like the placement part of the footprint is giving you problems.
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
Ah yea.... I had the exact same problem a long time ago. Easy man, you just have to change your placement footprint check to fit the same type of footprint apply as your geyser. You can do it via like no burrowing, creep, etc. So you could land your barrack not only on geyser.
Hm, no matter what pathing I choose or how I rework it, the Barrack can never land on a Geyser. Making it being built on a Geyser works fine, but the landing is the problem.
Anyone who is able to make it work in the editor?
Anyone knows?
I have an idea. Give me some time to test it out.
I bump this old dilemma.
Anyone has a clever idea on how to overcome this problem?
@Kabelkorven: Go
This isn't a footprint problem, rather a collision problem. Go into the barracks (The ground version, not the flying version), and uncheck collide: Structure and collide: roach burrow. The bad news is that when you made it buildable on geysers you made it unable to land on them. So, it's either one or the other.
No way at all to make Barracks buildable on geysers AND still able to land on them ?
@Kabelkorven: Go
Not that I know of. I tested the idea six ways to Sunday, to no avail. I tried using the same footprints and placement footprints as an assimilator, or refinery, etc. That didn't work, I tried using no footprints, that didn't work, I tried turning on the Ignore Placement and the Ignore Collision flags of the land ability, didn't work, and I even tried a combination of all of those. The only solution I can think of would be to make a new footprint and somehow edit it to be able to land on the geyser. Let me know if you find a solution, I'll continue to look for one as well.
I have found a solution! Go into the barracks's unit flags and check "Built On Optional". This should allow you to have your cake and eat it too.
Thanks a lot for your effort, I really appreciate it!
Although, when I try your suggestion, it does not seem to work. Perhaps you have some additional settings on your Barracks?
Here are notable changes I use for the Barrack on ground:
Pathing footprint: Footprint (Vespene Geyser Rounded Built)
Pathing footprint - placement: Footprint 3x3 Capped Geyser
Flags: Built on optional (Everything else is normal)
This allows SCVs to only construct Barracks on Geysers, and at no other location. (It is the same settings that Refinery has.) Geysers have a new name and new graphic, so they kinda look like flat "helicopter-zones". They use the Flag: Unselectable, so players cant select them.
I have tried your suggestion today, in combination with lots of variations on Pathing footprint and other settings, but I canĀ“t find any solution that allows Barracks to BOTH be landed and constructed only on Geysers.
@Kabelkorven: Go
The flags, did you uncheck Collide the flags for roach burrow and structure like I mentioned before?
I made a video for you. Notice that I started from scratch and that I didn't mess with the footprints.
You are very kind who commits all this work to helping me out!
But in your video, Barracks are still able to land anywhere on the ground. I try to get them being able to ONLY land on Geysers. So Barracks can only be built on Geysers and they can only land on Geysers. They can not touch the ground in any other way (Sorry if I was unclear with this)
@Kabelkorven: Go
I'm not much of an expert on validators, but I've been toying around with them and basically you have to make a validator that checks the placement location or the target or something of that nature, I'm sorry that I don't have a definitive answer on that one. When you've got your validator, add it to the land ability's Validator Array.
I have tested lots of validators in the past, but I ofc will try it again. These "should" work:
Location Type
Placement Location
Unit Compare Behavior Count (If the Geyser has a behavior the validator checks for)
But nothing works at all. The Barrack can still land wherever it wants.
I will continue exploring this, but if someone else also stumbles into this thread, please share your ideas. I have been struggling with this for a long time now, would be so nice to finally have it solved : )
@Kabelkorven: Go
Create a new ability with type Effect - Instant add Target Filter: Resource:Raw to it, then make an Issue Order effect, which will activate from the ability - this would issue the order to land, and just hide the land ability so that it can't be called directly.