Edit: Set the footprints back to 2x2 (Before this particular problem occured, and posted the current problem in the next post down).
Ok, here's the deal: I have a central building that spawns "nodes" around it. These nodes (buildings) are required to build other buildings. So, naturally, I set the 'built on' field for my buildings to require the node in order to be built. I removed all pathing, footprint, collision, etc from the nodes and set the footprint to all other buildings I wish to build as 1x1 for the normal footprint and the placement footprint. When I try to build a building off a node, the little placement square (footprint) looks perfectly centered and happy. However, when I place the building on a node, the little square is offset to a corner and so the building builds not on top of the node like it should, but to the side. Usually top left/right, bottom left/right. I have played with multiple fields and created a custom footprint to try and solve this issue. At the moment, I have been unable to find a solution. Any help will be much appreciated.
Looks like your nodes are not snapping to the grid so by having to build your structures on them you are forcing them off the grid. Just give your nodes a pathable footprint and that should snap them back to the grid.
Ok, I see what you're saying now. The nodes are placed to fit 2x2 footprint. I changed the buildings to 1x1 to attempt to solve another issue I was having. Each node is placed at an offset (increment of 2's) around the central building.
The previous issue was some of the nodes were skewing the footprint while others were not. I'll set the buildings back to 2x2 and upload another image to show what I mean.
Like I said above, the nodes are placed on a grid to fit 2x2. (0,2), (2,2), (4,2), etc. The nodes boxed in red are problem nodes causing the footprint issue. Green boxed nodes work as intended. The bottom left node in the top right red box can't be built upon because the placement footprint gets shifted to the bottom left and runs into the central tower.
The nodes are created through a persistent -> create unit effect. Periodic offsets start at (2,0) and work their way counter clockwise around the central tower in increments of 2. ie: (2,0) - (2,2) - (0,2) etc.
Fixt. Got to talking to Helral on irc and decided it was a good idea to put the placement/pathing footprint back on the node. Haha. <- Noobzilla strikes again. Thanks for the help Dr.
Like I said you could just use a walkable footprint.
Yes, yes you did. I did find out, however, that even with a pathable footprint on the node, the building I put on it still gets offset to the corner of the node with a 1x1 footprint. I suppose i'll have to make some semi pathable 2x2 footprints that feel like 1x1 collision wise.
Edit: Set the footprints back to 2x2 (Before this particular problem occured, and posted the current problem in the next post down).
Ok, here's the deal: I have a central building that spawns "nodes" around it. These nodes (buildings) are required to build other buildings. So, naturally, I set the 'built on' field for my buildings to require the node in order to be built. I removed all pathing, footprint, collision, etc from the nodes and set the footprint to all other buildings I wish to build as 1x1 for the normal footprint and the placement footprint. When I try to build a building off a node, the little placement square (footprint) looks perfectly centered and happy. However, when I place the building on a node, the little square is offset to a corner and so the building builds not on top of the node like it should, but to the side. Usually top left/right, bottom left/right. I have played with multiple fields and created a custom footprint to try and solve this issue. At the moment, I have been unable to find a solution. Any help will be much appreciated.
Looks like your nodes are not snapping to the grid so by having to build your structures on them you are forcing them off the grid. Just give your nodes a pathable footprint and that should snap them back to the grid.
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
Ok, I see what you're saying now. The nodes are placed to fit 2x2 footprint. I changed the buildings to 1x1 to attempt to solve another issue I was having. Each node is placed at an offset (increment of 2's) around the central building.
The previous issue was some of the nodes were skewing the footprint while others were not. I'll set the buildings back to 2x2 and upload another image to show what I mean.
Like I said above, the nodes are placed on a grid to fit 2x2. (0,2), (2,2), (4,2), etc. The nodes boxed in red are problem nodes causing the footprint issue. Green boxed nodes work as intended. The bottom left node in the top right red box can't be built upon because the placement footprint gets shifted to the bottom left and runs into the central tower.
How are you creating your nodes?
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
The nodes are created through a persistent -> create unit effect. Periodic offsets start at (2,0) and work their way counter clockwise around the central tower in increments of 2. ie: (2,0) - (2,2) - (0,2) etc.
@currydevil: Go
Fixt. Got to talking to Helral on irc and decided it was a good idea to put the placement/pathing footprint back on the node. Haha. <- Noobzilla strikes again. Thanks for the help Dr.
Like I said you could just use a walkable footprint.
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
Yes, yes you did. I did find out, however, that even with a pathable footprint on the node, the building I put on it still gets offset to the corner of the node with a 1x1 footprint. I suppose i'll have to make some semi pathable 2x2 footprints that feel like 1x1 collision wise.
Yup and not to hard to make.
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