So i was looking around and i cant seem to find an answer.
I have an items that get made in certain buildings.
But after an item is placed in the building the building is unable to drop the item anywhere.
In order to get the building to allow items to be created in them they need to have these fields
Speed, Lateral Acceleration, and Acceleration set to anything but 0.
So i figured out how to make the building create items but it just cant drop them so any ideas?
The items are not creating anything i just want them to drop
In the Inventory ability, raise the Maximum Drop Range and make sure that it's larger than the structure's radius. If that doesn't work, be more specific about what error you are getting when you try to drop an item. Does it simply take the drop command but do nothing, or does it post an error that the item cannot be dropped, or something else?
I have been trying to figure this out i just cant seem to find the right field to make it turn.
And the issue is that when i select drop it trys to drop it just cant.
i feel like it has something to do with the turning.
I did increase the range that is not the issue it can pickup and drop items when it doesnt have movement speed its just once i put the movement speed on it cant pick up or drop items
Thanks it will now drop units other then it turns the problem was the footprint.
Apparently a building can have a placement footprint but not a unit footprint or else it cant turn.
Might you have some idea how i can stop the building from visually turning?
EDIT: I figured out how to stop the rotation i just added a SOP using explicit rotation and now everything works fine thanks for your guys help
So for anyone else who ever has this problem before it is fixed
Speed must be greater than 0
Acceleration must be greater than 0
Lateral Acceleration must be greater than 0
Unit can not have Footprint.
You can have a placement Footprint
Must enable Turnable Flag on unit
Then add Site Operation of type Explicit Rotation
There is one issue i ran into and that is when you drop an item from a building to a location that is not visible the building will still move around.
For anyone who has this issue i found a fix that works pretty well its almost undetectable the building moves about 1 pixel then will stop.
Create a behavior that is always on and in the validator disable field add a Unit Compare Speed Validator
Make sure that the Unit Compare Speed Validator that has the compare field to greater than 0
This will make it so that it will return true if moving and so the behavior will run.
Make sure the Behavior Modification + field has the option set to suppress movement.
So what will happen is the building will move the validator will realize the building is moving and it will suppress movement and the building will stop immediately.
So i was looking around and i cant seem to find an answer.
I have an items that get made in certain buildings.
But after an item is placed in the building the building is unable to drop the item anywhere.
In order to get the building to allow items to be created in them they need to have these fields
Speed, Lateral Acceleration, and Acceleration set to anything but 0.
So i figured out how to make the building create items but it just cant drop them so any ideas?
The items are not creating anything i just want them to drop
@zaysite: Go
In the Inventory ability, raise the Maximum Drop Range and make sure that it's larger than the structure's radius. If that doesn't work, be more specific about what error you are getting when you try to drop an item. Does it simply take the drop command but do nothing, or does it post an error that the item cannot be dropped, or something else?
Try making the building able to turn.
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
I have been trying to figure this out i just cant seem to find the right field to make it turn.
And the issue is that when i select drop it trys to drop it just cant. i feel like it has something to do with the turning.
I did increase the range that is not the issue it can pickup and drop items when it doesnt have movement speed its just once i put the movement speed on it cant pick up or drop items
Under the Units data type there is a flag called turnable under Units - Flags. The unit also needs a turning rate greater than 0
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
Thanks it will now drop units other then it turns the problem was the footprint.
Apparently a building can have a placement footprint but not a unit footprint or else it cant turn.
Might you have some idea how i can stop the building from visually turning?
EDIT: I figured out how to stop the rotation i just added a SOP using explicit rotation and now everything works fine thanks for your guys help
So for anyone else who ever has this problem before it is fixed
Speed must be greater than 0
Acceleration must be greater than 0
Lateral Acceleration must be greater than 0
Unit can not have Footprint.
You can have a placement Footprint
Must enable Turnable Flag on unit
Then add Site Operation of type Explicit Rotation
There is one issue i ran into and that is when you drop an item from a building to a location that is not visible the building will still move around.
For anyone who has this issue i found a fix that works pretty well its almost undetectable the building moves about 1 pixel then will stop.
Create a behavior that is always on and in the validator disable field add a Unit Compare Speed Validator
Make sure that the Unit Compare Speed Validator that has the compare field to greater than 0
This will make it so that it will return true if moving and so the behavior will run.
Make sure the Behavior Modification + field has the option set to suppress movement.
So what will happen is the building will move the validator will realize the building is moving and it will suppress movement and the building will stop immediately.