So I'm trying to make certain structures in my map require a certain structure in order to be placed. Similar to how you need to place a refinery on top of a geyser, I want to say, require a barracks to be placed on top of a supply depot.
Though after I made this change, the structure would finish, but the supply depot underneath is still present, whats worse I can build another structure in the exact same spot, allowing for indefinite structures to be built in the exact same area.
I can't seem to find a remedy to this cause, I read somewhere that the geyser actor hides itself in order to prevent another structure being built upon it, yet after basically copying everything from the vespene geysers actor events, I am still recieving the same issue, and I'm not sure where to check for errors.
Does anyone happen to know the steps for creating a new type of "Geyser Built Upon" unit that I can use for other structures?
Anyone got anything? I feel it's something simple that i'm overlooking, but it's wierd, is all this happening due to actors? I thought actors were just visual and audio data, this is actually causing an impact on the game though.
I'm really flustered and nothing I try seems to work.
Also, why can't I make the Signal.*.Covered that's in one of the events. It won't let me set that option.
If I don't leave the geyser exactly how I duplicated it, I can't remake that event, but even still I can't get these things to work properly.
Still got issue's, nothing I do makes the structure vanish like a geyser and I can keep building on it as though it had nothing on it. I honestly wish I knew what was wrong here so I can just fix it and continue on, but I need this applied to every structure I built and I want to know what I need to do before hand.
Can no one help me? I have plans to base my entire building construction around this idea yet I can't seem to get the other structures to block construction like the refinery.
No matter how much I examine the refinery I can't find a field that's different with the other structures that causes it to block the construction of further structures.
Please, does anyone have a clue what I'm doing wrong?
@Zackreaver
Are you building completely new structures and geysers, or are you copying and duplicating the geyser and refinery currently in the map editor. I'd suggest just duplicating them and changing the actor models. Would probably be easier.
Just change the behavior/effects for the units.
Tried that already, still comes up with the same issue.
The refinery unit itself has something on it that's blocking further construction of refineries on the "geyser"
Problem is I have no idea what that something is so I just end up taking random guess's all over the place and I'm getting nowhere.
And trying to duplicate the refinery wouldn't solve my problem because I would have to rework EVERY building I have in my map, because I intend to have all of my buildings work this way and I already have them made.
Ok I found what makes the refineries so special. The little thing that makes them work right when placing them are their behaviors.
Here me out anyone who comes across this problem. If your using the "Built Upon" portion of your structures to require them to be built on certain things and they were NOT duplicated from the refinery, in order to prevent them from being placed infinitely on 1 spot, you must have these behaviors.
On the "Geyser" unit aka the unit/structure that acts as the foundation, it must have a Resource Behavior (CBehaviorResource) or basically "Gas (Raw Vespene Gas)" can be duplicated.
On the "Refinery" unit aka the structure to be built, it must also have a Resource Behavior or basically "Harvestable Vespene Geyser Gas" can be duplicated.
If these behaviors are not on the units/structures you intend to use, the game will allow the player to build as many of said "Refinery" structures on the "Geyser" structure as they please, as though there was never a refinery there.
As far as making it so SCV's can't harvest from the structures, I'm not 100% certain, I'm sure some values could be changed to prevent this from happening, luckily my map doesn't involve harvesting gas from refineries so I don't have to worry about it myself.
I apologize for reviving an old thread, but are you sure it's not just a problem with your barracks footprint?
I've just recently done what you're doing, except I made an invisible unit instead of made my stuff placed on supply depots. It works just fine for me with no need to copy stuff from the refinery.
Try removing the BuiltOn thing from your barracks and test to see if you can build on top of them normally. If so, you probably don't have a footprint on your Barracks.
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So I'm trying to make certain structures in my map require a certain structure in order to be placed. Similar to how you need to place a refinery on top of a geyser, I want to say, require a barracks to be placed on top of a supply depot.
Though after I made this change, the structure would finish, but the supply depot underneath is still present, whats worse I can build another structure in the exact same spot, allowing for indefinite structures to be built in the exact same area.
I can't seem to find a remedy to this cause, I read somewhere that the geyser actor hides itself in order to prevent another structure being built upon it, yet after basically copying everything from the vespene geysers actor events, I am still recieving the same issue, and I'm not sure where to check for errors.
Does anyone happen to know the steps for creating a new type of "Geyser Built Upon" unit that I can use for other structures?
Anyone got anything? I feel it's something simple that i'm overlooking, but it's wierd, is all this happening due to actors? I thought actors were just visual and audio data, this is actually causing an impact on the game though.
I'm really flustered and nothing I try seems to work.
Also, why can't I make the Signal.*.Covered that's in one of the events. It won't let me set that option.
If I don't leave the geyser exactly how I duplicated it, I can't remake that event, but even still I can't get these things to work properly.
@Zackreaver: Go
Still got issue's, nothing I do makes the structure vanish like a geyser and I can keep building on it as though it had nothing on it. I honestly wish I knew what was wrong here so I can just fix it and continue on, but I need this applied to every structure I built and I want to know what I need to do before hand.
Can no one help me? I have plans to base my entire building construction around this idea yet I can't seem to get the other structures to block construction like the refinery.
No matter how much I examine the refinery I can't find a field that's different with the other structures that causes it to block the construction of further structures.
Please, does anyone have a clue what I'm doing wrong?
@arvinmoses: Go
Tried that already, still comes up with the same issue.
The refinery unit itself has something on it that's blocking further construction of refineries on the "geyser"
Problem is I have no idea what that something is so I just end up taking random guess's all over the place and I'm getting nowhere.
And trying to duplicate the refinery wouldn't solve my problem because I would have to rework EVERY building I have in my map, because I intend to have all of my buildings work this way and I already have them made.
Ok, I finally got it working but I don't know what from.
What I did was I copied everything on the Refinery Unit except for the abilities and command card.
After I copied and pasted, I changed the name and stats accordingly, and when I tested it worked like a refinery and stopped repeated construction.
So I know it's somewhere on the unit page itself, I just don't know which value.
If anyone can shed some light on this let me know. I'll be back if I find it myself.
Ok I found what makes the refineries so special. The little thing that makes them work right when placing them are their behaviors.
Here me out anyone who comes across this problem. If your using the "Built Upon" portion of your structures to require them to be built on certain things and they were NOT duplicated from the refinery, in order to prevent them from being placed infinitely on 1 spot, you must have these behaviors.
On the "Geyser" unit aka the unit/structure that acts as the foundation, it must have a Resource Behavior (CBehaviorResource) or basically "Gas (Raw Vespene Gas)" can be duplicated.
On the "Refinery" unit aka the structure to be built, it must also have a Resource Behavior or basically "Harvestable Vespene Geyser Gas" can be duplicated.
If these behaviors are not on the units/structures you intend to use, the game will allow the player to build as many of said "Refinery" structures on the "Geyser" structure as they please, as though there was never a refinery there.
As far as making it so SCV's can't harvest from the structures, I'm not 100% certain, I'm sure some values could be changed to prevent this from happening, luckily my map doesn't involve harvesting gas from refineries so I don't have to worry about it myself.
I apologize for reviving an old thread, but are you sure it's not just a problem with your barracks footprint?
I've just recently done what you're doing, except I made an invisible unit instead of made my stuff placed on supply depots. It works just fine for me with no need to copy stuff from the refinery.
Try removing the BuiltOn thing from your barracks and test to see if you can build on top of them normally. If so, you probably don't have a footprint on your Barracks.