So i am making a mod and i replaced pylons with "power plant" things. Problem is that they are floating in air (like pylons do) so units can walk under them etc...
How can i fix that?
Umm... Pylons have no flags or anything that makes units walk through them. Is your GRP bigger than the Pylon? Can we see it?
You probably need to resize the space the building takes. You can use Unit Resizer that I think can be found on this site. If not, then try campaigncreations.org for the download.
What do you mean "like pylons do"? Pylons don't float. As SD said, you need to resize the unit so the pathing will avoid it.
Press the image bellow...
[attachmentid=13186]
The only reason why it looks like it's in the air is the Pylon shadow that's underneath it. Replace or remove the shadow, and it should look fine. Then use the Unit Resizer, like SD and DTBK said.
Ok, thx for help!

Doesn't the power plant thing have a shadow of its own? If it does, then you can use IceCC to decompile the real power plant's iscript and then decompile the pylon's iscript, then copy over the command that places the shadow from the power plant to the pylon you'll fix the shadow. You can recognise the shadow-placing command two ways. First, it'll be a imgul09 command or something like that, and it'll also be the first command in the script, right after the initialise block label.
You could use ICE if you're more comfortable with that. ICE misinterprets the image underlay command which is used to place the shadow, but since you're only copying it won't make a difference.
Other than these, if the building would REALLY be floating and other units could move under it, what you'd need to affect is the "Animation level' variable. It decides at what 'height' the sprite is displayed, so the units with higher level fly over it and with lower can't move through.