Is there any way to give someone a Sunken or Spore Colony on top of another building? Some buildings will stack just by using the create unit trigger, but that gives an unplaceable message when I try it with a Sunken or Spore. Is there another way to do it?
The only way to stack sunks and spores would be to preplace them stacked, have piles of stacked units the same size/remove one/create the colony, or build them in game with vision off to yourself.
What buildings stack by using create unit trigger? I thought none did..
I'll give that a try, thanks.
And off the top of my head.. terran missile turret does.
You can preplace it and instead of build u buy it (Give units to Player)...
You cannot stack any building standardly with create unit, but if a building is removed/destroyed, the pathing script marks the terrain is passable and buildable, so you can use Create Unit or any other means to place a building there.
QUOTE(DT_Battlekruser @ Oct 23 2006, 12:04 AM)
You cannot stack any building standardly with create unit, but if a building is removed/destroyed, the pathing script marks the terrain is passable and buildable, so you can use Create Unit or any other means to place a building there.
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So like,
Trigger |
Description: |
Stack |
|
Conditions: |
¤ Conditions |
Actions: |
¤ Create 1 Pylon at location "Some random empty area"
|
¤ Remove 1 Pylon at "Some random empty area"
|
¤ Create 1 Sunken Colony at location "Stack" |
That'll make let it stack?
No azu, more like have a bunch of stacked preplaced pylons there, remove 1, create colony.
but u can't build on zerg buildings (cause, u can't build pylons on creep), so after converting to sunkens, u won't have the chance to stack new sunkens there...
DTBK basically confirmed that the only way to have stacked buildings is to pre-place them stacked, even if it means removing 1 and replacing it with a different building the same size. Or, of course, the lights off method.
If you had 10 stacked pylons, and removed 1 pylon, you could then create a sunken colony there.
Actually, that rises a good question. If you did it again to have 8 pylons and 2 sunkens, would it also work to go back and make it 9 pylons and 1 sunken again, or would creep be an issue?
So like.. I would have to cover every single tile in the whole map with pylons? And like if I wanted people to be able to stack up to sunkens/spores it would have to be like 50 pylons per tile?
That could have drawbacks.. =/
QUOTE
Actually, that rises a good question. If you did it again to have 8 pylons and 2 sunkens, would it also work to go back and make it 9 pylons and 1 sunken again, or would creep be an issue?
Hypothetically, creep shouldn't be an issue since the pathing script wouldn't re-write over the terrain with creep until a small delay after the remove action, so if you instantly created the pylon, it should work.
Try it though.I thought about another method: building nydus exit on a sunken, but u can't build the nydus exit with disabled sight/light....
-> u can't stack buildings on creep if u don't have preplaced buildings...