| 09-10-2005, 09:07 PM | #1 |
I've tried to use the trigger: Events: Map initialzation Cond: --- Actions: Unit - Make "Sarafan Wall 2" 0615 <gen> face 180.00 over 0.00 seconds. I also tried multiplying it like this: Events: Map initialzation Cond: --- Actions: Selection - Select (Units in Walls01 <gen>) Unit - Make (Picked unit) face 180.00 over 0.00 seconds. And i tried an alternative: Unit - Make (Triggering unit) face 180.00 over 0.00 seconds. Dosn't work, how come? How can I rotate those darn buildings. The model dosn't appear in doodads at all, so no good there. |
| 09-10-2005, 09:20 PM | #2 |
Try deleting/changing the building path textures, rotate it and restore the paths again. If you want to rotate it in the map initialization you could just use the Unit Editor to do this instead of triggers. Notes: -Picked unit is not meant to work with Selection, but with Unit Group -Triggering unit wont work without an unit event (will have no effect with Map Initialization) |
| 09-10-2005, 10:52 PM | #3 |
Buildings simply cannot be rotated. Period. Change them with a model program or work around it. |
| 09-11-2005, 01:34 AM | #4 | |
Quote:
No, i have rotated em many times (w/o using any third party program), its bugged or so, but if you remove the pathings of a building so its like any regular unit, then you can rotate it. If you set the pathings again it will keep the rotation you gave it. However trying to rotate it when it has set the path textures is impossible (or pre-set like some buildings can be rotated only at values of 90 or 180 degrees). Also if you have a BUILDING with no path textures it will be always free to rotate, and will be still considerated as a building. However units will be able to walk through; to avoid that you can add some invisible objects with path textures around the buliding (the editor comes with a couple of those in the Complements>Path Obstacles i think). |
| 09-11-2005, 04:44 PM | #5 |
If you just need to rotate the model without changing the pathing, you can do that with the create unit trigger. Just create the building facing x degrees, and it should work. |
| 02-23-2006, 07:52 PM | #6 |
I tried this (with a workshop) and i think the easiest way to rotate a building is to set the value "Is a building" to false, place the building, rotate it, and finally reset the value to true. |
