I am trying to halt construction of the current building being constructed if the person wants to make another building (not queue). For instance they want to spam walls but leave them as half constructed. In addition, I want to be able to halt construction if they unit were to move as well. Warcraft 3 did this natively but I am having trouble recreating it. I still want queued buildings to actually build so the players can't just queue half constructed buildings.
Initially I thought I could use the included combination validator, "Caster wants to move or has orders" and put it on the halt command under the ability to build. Doing so crashes galaxy editor on my mac/pc.
An idea that I keep coming back to is put an effect on the building/worker to build so long as they have this effect and would otherwise halt should they get another order. However I am unsure how to implement this.
Under the Ability: Effects field of the Build type ability I would get it to apply a buff to the structure. You need to use the Worker Maintained flag of the Build ability but that causes then to be like the SCV and need to be forcefully evicted from the construction.
Alternatively you could simulate construction by placing the building site unit and using a channelled ability to "build" the structure that adds buff stacks which trigger an automatic morph to the final unit when enough buff stacks have been added.
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It would be nice if the build ability could actually be channeled. Lol
With your second option, I am not certain how to put a channeled ability to build since (you have to?) use the build ability in the command card itself. Then there would be the issue of fighting the building animation. I recently just fixed the build animation if you change the speed in which the building is constructed (from default or set to be done quickly), I am also unsure how to "pause" and "resume" although this would be an issue if I force stopped as well I suppose.
With the second option you would need to make every unit yourself and no duping. You would use a Build ability to place the instantly completed foundation unit and then issue an order to start using the channelled ability. The buff stacks can then be tied into the construction progress animations using actor events.
With the construction animations, those are handled by separate Model type actors so you would need to modify the actor events of those to pause them using the Animation Set Paused actor event action.
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Yes it fully completes the foundation unit that has a validated automatic morph ability and you can use a state monitor or actor events looking for buff stacks to change the animations based on the output of the channelled ability. Once enough buff stacks are completed you can morph the structure into the completed unit. Or you could just have it complete when the structure is at 100% life and skip using buff stacks using a system where the foundations will be repaired to completion.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Hi all,
I am trying to halt construction of the current building being constructed if the person wants to make another building (not queue). For instance they want to spam walls but leave them as half constructed. In addition, I want to be able to halt construction if they unit were to move as well. Warcraft 3 did this natively but I am having trouble recreating it. I still want queued buildings to actually build so the players can't just queue half constructed buildings.
Initially I thought I could use the included combination validator, "Caster wants to move or has orders" and put it on the halt command under the ability to build. Doing so crashes galaxy editor on my mac/pc.
An idea that I keep coming back to is put an effect on the building/worker to build so long as they have this effect and would otherwise halt should they get another order. However I am unsure how to implement this.
Thanks to anyone that can help!
Under the Ability: Effects field of the Build type ability I would get it to apply a buff to the structure. You need to use the Worker Maintained flag of the Build ability but that causes then to be like the SCV and need to be forcefully evicted from the construction.
Alternatively you could simulate construction by placing the building site unit and using a channelled ability to "build" the structure that adds buff stacks which trigger an automatic morph to the final unit when enough buff stacks have been added.
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
It would be nice if the build ability could actually be channeled. Lol
With your second option, I am not certain how to put a channeled ability to build since (you have to?) use the build ability in the command card itself. Then there would be the issue of fighting the building animation. I recently just fixed the build animation if you change the speed in which the building is constructed (from default or set to be done quickly), I am also unsure how to "pause" and "resume" although this would be an issue if I force stopped as well I suppose.
With the second option you would need to make every unit yourself and no duping. You would use a Build ability to place the instantly completed foundation unit and then issue an order to start using the channelled ability. The buff stacks can then be tied into the construction progress animations using actor events.
With the construction animations, those are handled by separate Model type actors so you would need to modify the actor events of those to pause them using the Animation Set Paused actor event action.
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
Why would I have to make a new unit/building if they already exist and tied to the build ability?
How do I make it only drop the foundation(set time to 0?) and how to make the animation progress with stacks?
Yes it fully completes the foundation unit that has a validated automatic morph ability and you can use a state monitor or actor events looking for buff stacks to change the animations based on the output of the channelled ability. Once enough buff stacks are completed you can morph the structure into the completed unit. Or you could just have it complete when the structure is at 100% life and skip using buff stacks using a system where the foundations will be repaired to completion.
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