Been looking into this for a bit now.. I have a region on the map in which i would like one player to be able to build/place structures in, and the opposing player to not be able to build/place structures in. So the placement would be possible for one player, and the second player structure placement would not be allowed.
As everything seems to indicate so far, building blockers apply globally to the terrain for all players without exception. Is there a way to create an exception and change the building blocker to apply on a per-player basis? I'm open for some high-touch workarounds (Invisible custom models, changing structure attributes, etc.) as it's a fairly important function.
Well, the problem with footprints as you said is that they're universal so there is no way to make a hidden unit that blocks one players buildings but not anothers. What I've thought could sort of work though probably not how you want it is with triggers is a trigger that runs when a building starts construction in the region and if the building doesn't belong to the right player it is killed and the owner is refunded its cost.
I doubt that;s what you want but I've been unable to determine a way to block the build placement of a structure for one player but not others.
Yes, after noodling around for quite a while, it seems triggers is the only way around this. Rather than having the placement model turn red to indicate you cannot build there (as it normally would), i had to lay over another actor on the terrain to show only for that player when the worker is selected (indicating a no build zone). Then additional triggers can take care of the build cancelling and refunding.
Kind of sucks there is no way to make building blockers on a per player basis, though i doubt its common enough to warrant building in a function to support it.
Thanks for your help guys, feel free to post another workaround if you can think of one, triggers are pretty jenky when using them like this.
How about using power fields? Create invisible pylon-like power fields, cover the area you want the player to be able to build in with invisible power field units and set up your build ability to work similarly to the Protoss Warp In Structure.
It should easily be possible to create a power field system seperate from regular pylons without a visual if I remember right.
Hmm, this is working pretty well so far. A bit of overhead as you need to define the area the player can build, rather than defining where the player cannot build, which involves creating a lot of units which emit the power field. So far so good though, the power field visual is easily removed, power field unit hidden from minimap, etc.
Any ideas on how to emit a power field in the shape of a square rather than a circle with radius? Other than that, this is looking like a great solution.
Been looking into this for a bit now.. I have a region on the map in which i would like one player to be able to build/place structures in, and the opposing player to not be able to build/place structures in. So the placement would be possible for one player, and the second player structure placement would not be allowed.
As everything seems to indicate so far, building blockers apply globally to the terrain for all players without exception. Is there a way to create an exception and change the building blocker to apply on a per-player basis? I'm open for some high-touch workarounds (Invisible custom models, changing structure attributes, etc.) as it's a fairly important function.
Looking forward to hearing some ideas. Thank you
To do something like this it would require triggers I believe.
@Spoolofwhool: Go
Any thought process behind this? Still searching for a solution.
Well, the problem with footprints as you said is that they're universal so there is no way to make a hidden unit that blocks one players buildings but not anothers. What I've thought could sort of work though probably not how you want it is with triggers is a trigger that runs when a building starts construction in the region and if the building doesn't belong to the right player it is killed and the owner is refunded its cost.
I doubt that;s what you want but I've been unable to determine a way to block the build placement of a structure for one player but not others.
Could you not just trigger it to tell the caster to cancel instantly?
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
Yes, after noodling around for quite a while, it seems triggers is the only way around this. Rather than having the placement model turn red to indicate you cannot build there (as it normally would), i had to lay over another actor on the terrain to show only for that player when the worker is selected (indicating a no build zone). Then additional triggers can take care of the build cancelling and refunding.
Kind of sucks there is no way to make building blockers on a per player basis, though i doubt its common enough to warrant building in a function to support it.
Thanks for your help guys, feel free to post another workaround if you can think of one, triggers are pretty jenky when using them like this.
Must be build on some invisible dummy unit that is unique for the player?
you might need a lot of units for that :S
How about using power fields? Create invisible pylon-like power fields, cover the area you want the player to be able to build in with invisible power field units and set up your build ability to work similarly to the Protoss Warp In Structure.
It should easily be possible to create a power field system seperate from regular pylons without a visual if I remember right.
@TheAlmaity: Go
Hmm, this is working pretty well so far. A bit of overhead as you need to define the area the player can build, rather than defining where the player cannot build, which involves creating a lot of units which emit the power field. So far so good though, the power field visual is easily removed, power field unit hidden from minimap, etc.
Any ideas on how to emit a power field in the shape of a square rather than a circle with radius? Other than that, this is looking like a great solution.
@themusic246: Go
Nope, circle is the only way.
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