You may need to alter the footprints for this to work, like DrSuperEvil said. There may be one that already could work, however. Make sure that there are no building requirements for the "land" ability. Then, in the actor, you are going to need to mess with the high of an the barracks, based off of the high of the barracks that has already been placed down.
When that is done, you need to make sure that barracks can't land on top of command centers or other buildings, or units. Not sure if a validator would do this, or if you are going to have to do that with the footprints.
I could make it so that anytime a barracks flys over another barracks, its fly height is increased by 20
then when it lands, it replaces itself with a barracks that is Level 2, 3 , or 4 barracks based off how many barrakcs units are directly below it.
Each barrack unit type will have a different landing height based being a level 1 , 2 ,3 , or 4 unit.
4 levels max will be enough
my map idea (in progress) is this..
4v4 deathmatch. when the game starts, each team get 40 barracks to build a fortress.
You also have mauraders that shoot a missle projectile or throw hand grenades.
I am writing a physics engine now that applys gravity to any unit that i 'que' into the engine.
Right now i can assign a velocity and a vector to any unit and move it across the map under the influence of
gravity.
What does this mean? It means when a murader missle hits a unit or a barracks, it actually adds a momentum to the unit it hits causing it to push back or fly into the air depending on its mass.
oh yeah.. and my marines can jump like Super mario lol
OK I have made tons of progess on this and have a working map where you can stack barracks like Legos and build your own fotress.
Will be posting video soon.
I am having a problem though, when you land a barracks, it makes a green outline model (placement model as linked in the barracks actor) wherer you want to land it.
Since the placement model does not have its own actor, and is instead linked within the barracks actor,
how can i increase the height of this green placement barracks?
It has its own actor. Usually, it uses a standard actor, which you can change in the unit actor of the barracks. Copy the standard actor and modify it as you desire, then make the barracks use it as the placement model actor.
I see that CActor Placement Model is used on the Art tab of the barracks actor, but how would you send a message to it? I do not
see how you would reference it
I want to make barracks land on each other so you can stack them up like a lego fortress..
Any ideas?
Lower collision and alter footprints?
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
@BudSMoken: Go
Lol wow, that is going to be quite a project.
You may need to alter the footprints for this to work, like DrSuperEvil said. There may be one that already could work, however. Make sure that there are no building requirements for the "land" ability. Then, in the actor, you are going to need to mess with the high of an the barracks, based off of the high of the barracks that has already been placed down.
When that is done, you need to make sure that barracks can't land on top of command centers or other buildings, or units. Not sure if a validator would do this, or if you are going to have to do that with the footprints.
Great to be back and part of the community again!
@TacoManStan: Go
hmmm so really it might actaully be possible then
I could make it so that anytime a barracks flys over another barracks, its fly height is increased by 20
then when it lands, it replaces itself with a barracks that is Level 2, 3 , or 4 barracks based off how many barrakcs units are directly below it.
Each barrack unit type will have a different landing height based being a level 1 , 2 ,3 , or 4 unit.
4 levels max will be enough
my map idea (in progress) is this..
4v4 deathmatch. when the game starts, each team get 40 barracks to build a fortress. You also have mauraders that shoot a missle projectile or throw hand grenades.
I am writing a physics engine now that applys gravity to any unit that i 'que' into the engine. Right now i can assign a velocity and a vector to any unit and move it across the map under the influence of gravity.
What does this mean? It means when a murader missle hits a unit or a barracks, it actually adds a momentum to the unit it hits causing it to push back or fly into the air depending on its mass.
oh yeah.. and my marines can jump like Super mario lol
OK I have made tons of progess on this and have a working map where you can stack barracks like Legos and build your own fotress.
Will be posting video soon.
I am having a problem though, when you land a barracks, it makes a green outline model (placement model as linked in the barracks actor) wherer you want to land it.
Since the placement model does not have its own actor, and is instead linked within the barracks actor, how can i increase the height of this green placement barracks?
@BudSMoken: Go
It has its own actor. Usually, it uses a standard actor, which you can change in the unit actor of the barracks. Copy the standard actor and modify it as you desire, then make the barracks use it as the placement model actor.
so how can i make this standard PlacementActor increase its height?
I see that CActor Placement Model is used on the Art tab of the barracks actor, but how would you send a message to it? I do not see how you would reference it