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Aloc equivelent for buildings??!?

10-04-2004, 07:23 PM#1
Stinky_Pooh
uh yea, i am new to the Aloc concept, but i could really really use it, unfortunatly if u apply it to buildings, its as if they cease to exist.. no pathing. I need pathing, i dont need u to be able to click on it....... : /

how would i / is there a way to achieve this functionality

thx for help in advance :)
10-04-2004, 08:22 PM#2
curi
there's a trigger to turn pathing on and off for units, right? try using aloc, then turning pathing on.
10-05-2004, 03:02 AM#3
fugly
yes there is a method, create a special effect with the model path of the building, that will make it so that units walk through it, and its unselectable, and yes this does work.
10-05-2004, 03:04 AM#4
Stinky_Pooh
Quote:
Originally Posted by fugly
yes there is a method, create a special effect with the model path of the building, that will make it so that units walk through it, and its unselectable, and yes this does work.

if a unit is aloc cun u still access its items (from triggers)
10-05-2004, 03:05 AM#5
curi
Quote:
Originally Posted by Stinky_Pooh
if a unit is aloc cun u still access its items (from triggers)

dunno, probably ... why don't you try it?
10-09-2004, 04:21 AM#6
fugly
the only thing that aloc kinda screws up is the forgroup functions. everything else is fine
10-09-2004, 12:52 PM#7
Vexorian
Actually, the "screwed" functions are the enum functions, so the BJ derivades also screw, I am talking about the Get Units in rect, range, owned by player, and of type functions, those won't detect Aloced units, but if you manually add an unit with Aloc to a unit group, ForGroup will work.
10-15-2004, 12:32 AM#8
Guest
Add an invisible doodad with the appropriate pathing map. Maybe a variant of the `invisible platform', but with a non-pathable map instead of a pathable one =P