3) In behaviors: modification -> behaviors tab, there is a "state flags" category, which has "suppress drop off", i don't know if that will work, i've never used it but worth a try. http://prntscr.com/ieuz1g If not, you can try using validators that check if the worker can return cargo at the building depending on if the target building has the behavior. Another solution could be to make the behavior apply a "Modify Player" that disables the dropoff unit from being a dropoff point for certain resources when its created, and apply a modify player that allows the dropoff unit to be a dropoff point for certain resources when its removed if you want it to be timed.
4) This can also be changed with a "modify player" effect, however a warning for both, it effects ALL of the said units of the type for that player
3. In the Actor, there is a "Animation:Baselines" field, where there are 2 index's (Stand and Walk). Put the walk animation in the Walk index.
4. I have not done this, but there is a "Set Facing" message in the Actor's Event field. It might work if turnable flag is on.
5. In the Unit, there is a field called "Behavior: Resource Drop Off" where you can specify what resources can be dropped off there (You might need to turn on the "Town Hall" flag).
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
In reply to sc2ggamer:
If not, you can try using validators that check if the worker can return cargo at the building depending on if the target building has the behavior.
Another solution could be to make the behavior apply a "Modify Player" that disables the dropoff unit from being a dropoff point for certain resources when its created, and apply a modify player that allows the dropoff unit to be a dropoff point for certain resources when its removed if you want it to be timed.
4) This can also be changed with a "modify player" effect, however a warning for both, it effects ALL of the said units of the type for that player
i tried :shrug:, if you spawn the units with triggers, there is one that you can specify their facing while creating it.
3. In the Actor, there is a "Animation:Baselines" field, where there are 2 index's (Stand and Walk). Put the walk animation in the Walk index.
4. I have not done this, but there is a "Set Facing" message in the Actor's Event field. It might work if turnable flag is on.
5. In the Unit, there is a field called "Behavior: Resource Drop Off" where you can specify what resources can be dropped off there (You might need to turn on the "Town Hall" flag).