Hi there everyone. Is there a way to not allow a specific building be garrisoned but still remain an physical entity and not a visual prop that units can walk through?
* Make it a visual and then just stuff it with blockers?
Is there any solution that might be easier?
Cheers
Bear.
Stop Units Garrisoned?
22 Jul 2017, 15:24 PM
#1
Posts: 12
22 Jul 2017, 17:34 PM
#2
Posts: 278 | Subs: 1
Nope. You have to work with blockers and/or the impass editor.
24 Jul 2017, 09:40 AM
#3
Posts: 12
or just destroy every building?... humnnnn
24 Jul 2017, 18:13 PM
#4
Posts: 278 | Subs: 1
Well. You can destroy each building but i thought u dont want to add ruins?
Ruined building will remain as physical objects.
Ruined building will remain as physical objects.
24 Jul 2017, 23:40 PM
#5
Posts: 12
I tired blocking and creating impasse areas around the desired buildings but it forces units too far away from the buildings it begins looks un-natural when they path around. Sometimes they find gaps and just port into the building....
I decided to just go for the total destruction of the building to force its health to 0 and the building then becomes un-enter able. I have managed to hide the damage inside of the buildings.
It has the desired effect so i'm happy.
Sometimes I wish they would just add a toggle enter able function in the "edit state" forms...
I decided to just go for the total destruction of the building to force its health to 0 and the building then becomes un-enter able. I have managed to hide the damage inside of the buildings.
It has the desired effect so i'm happy.
Sometimes I wish they would just add a toggle enter able function in the "edit state" forms...
31 Jul 2017, 02:43 AM
#6
Posts: 10
Man, I was just about to ask this question... I can't even seem to get the blocks to work right. Damn guys just keep running right in there.
So your saying that if i set the building health to zero they can't enter? But the building don't look damaged?
So your saying that if i set the building health to zero they can't enter? But the building don't look damaged?
31 Jul 2017, 12:53 PM
#7
Posts: 278 | Subs: 1
Sethealth command is not working. You have to "destroy" a building to prevent any unit from garrison inside the building. Any building with health below 50% cant be used for a garrison. You can check it with the "Overlay > Toggle Entity Overlay" command. All buildings marked in red cant be used as a garrison.
31 Jul 2017, 20:53 PM
#8
Posts: 10
Ok,thanks for the info.
5 Aug 2017, 19:15 PM
#9
Posts: 327
You would have to disable the hold function. There might be a way to do that with Scar if you want it to be map specific. Try to send a message to a Scar expert, like Janne.
31 Aug 2018, 14:08 PM
#10
1
Posts: 138
Any developments here? I'm having the same issue right now... want to make a building-filled map but I don't want the units to be able to garrison the building.
Hope to hear from you guys!
Hope to hear from you guys!
10 Sep 2018, 18:04 PM
#11
1
Posts: 138
-
21 Sep 2018, 15:02 PM
#12
1
Posts: 138
Alright, Janne525 got the ''fix'' after working back and forth for a few weeks.
First you must add all your buildings in the map to an entity group and call this group eg_buildings
Then you replace the mapname_ID.scar with the following text:
function OnInitID()
-- [[ Markers ]]
-- [[ Squad Groups ]]
-- [[ Entity Groups ]]
eg_buildings = EGroup_CreateIfNotFound("eg_buildings")
Rule_AddOneShot(eg_buildings_Init, 0.125)
end
function eg_buildings_Init()
Modify_DisableHold(eg_buildings, true)
end
Do this AFTER you save the map, then extract the package in worldbuilder and still without saving the map you leave the worldbuilder.
Load up your map and you can proceed to play it without units being able to garrisson buildings.
Hope this was clear enough!
First you must add all your buildings in the map to an entity group and call this group eg_buildings
Then you replace the mapname_ID.scar with the following text:
function OnInitID()
-- [[ Markers ]]
-- [[ Squad Groups ]]
-- [[ Entity Groups ]]
eg_buildings = EGroup_CreateIfNotFound("eg_buildings")
Rule_AddOneShot(eg_buildings_Init, 0.125)
end
function eg_buildings_Init()
Modify_DisableHold(eg_buildings, true)
end
Do this AFTER you save the map, then extract the package in worldbuilder and still without saving the map you leave the worldbuilder.
Load up your map and you can proceed to play it without units being able to garrisson buildings.
Hope this was clear enough!
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