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Hi all !
I have the solution for the rotating tower issue:
1st we need a footprint dummy so go to data and make a new unit and name it to w/e you wish ( mine is "TD FP"):
-add a footprint to it ( i gave a 1x1 to footprint pathing and pathing placemment)
-don't change anything on the footprint
-in the "flags" section uncheck: "movable" ; check: "untargetable, unselectable, undetectable, uncommandable,not on radar, no tooltip, no score, no portray talk, no draw( this will hide the unit so check this when everything is done and working)
Now we need to change the colliders on the actual tower and the mob(s)
Go to your towers "Collide" section and check: "unused(Land10)". If you want your flying mob to "walk" through the maze than check : "unused (Air10) as well ( it doesn't nessesary have to be unused(**land/air 10**) it can be any other but, has to be one of the "unused" ones.Remove any other collider.
For the mobs:
ground mob collide = add "unused(Land10) ( the one you chose for your tower) leave the rest as is.
air mob collide = add "unused(Air10) ( the one you chose for your tower) leave the rest as is.
We need to add these colliders to make sure the mobs collide with our tower to prevent the separation of the footprint from the tower when trying to build on top of the mob thats running through the area ( it happened to me while tasting, thats how I came up with this solution)
OK, so we are done with the colliders now let jump to the triggers!
Make a new trigger and name it to something like "Remove FP" and do this:
- Unit - Kill (Closest unit to (Position of (Triggering unit)) in (TD FP units within 0.1 of (Position of (Triggering unit)) where player (Triggering player) matches filter Excluded: Missile, Dead, Hidden, with at most Any Amount))
Now lets create a new trigger and name it to "Apply FP" that should look like this:
- Unit - Any Unit construction progress is Started
- Unit - Create 1 TD FP for player (Triggering player) at (Position of (Triggering unit)) facing 270.0 degrees (No Options)
Where "TD FP" is the name of your unit, if i.e you named it to Blocker than it should be:
- Unit - Create 1 Blocker for player (Triggering player) at (Position of (Triggering unit)) facing 270.0 degrees (No Options)
And make a General custom scrip and copy-paste this to it:
Where "gt_RemoveFP" is the name of your trigger that removes the dummy if the tower dies. I.e you named that trigger to "Kill Dummy" than it should look like this:
Now we have a tower that has a footprint, but still rotates towards the enemy its shooting!
Good luck with your TDs !
Huge thanks goes out to :
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