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Set buildings facing

10-23-2006, 02:48 AM#1
The_AwaKening
I haven't found a way to change a buildings facing direction, so I tried using trigger at map init, and still does nothing

call SetUnitFacing(gg_unit_n00R_0122,150.00)

Is that ineffective for structures?
10-23-2006, 02:52 AM#2
zen87
uh yeah i guess so, the better way are just making a unit that looks like a building, just with 0 movement speed, the bad thing is if you right click the unit it might turn around as thats weired

how about this, i havent tried this but...
chaos the building into some unit that looks exactly like the building, then chaos it back to the building =|
10-23-2006, 10:05 AM#3
The)TideHunter(
Quote:
Originally Posted by zen87
how about this, i havent tried this but...
chaos the building into some unit that looks exactly like the building, then chaos it back to the building =|

Yes, thats the workaround people use, it works.
Just chaos a unit into a random unit, but just not a building, set its facing, then chaos it back into the building.
10-23-2006, 11:23 AM#4
iNfraNe
You could also just let it be a unit and add "A structure" as classification? ^^
10-23-2006, 01:01 PM#5
zen87
Quote:
Originally Posted by iNfraNe
You could also just let it be a unit and add "A structure" as classification? ^^
uhmm i dun think WE have that feature, if not i woudn't have so much trouble chaos some unit into a unit with ''ward'' to disable the active spells from the user.
10-23-2006, 10:14 PM#6
The_AwaKening
Thanks for the suggestions guys. ++rep
10-23-2006, 10:26 PM#7
Captain Griffen
WE is retarded in that it tries not to let you premake buildings facing a certain direction. There is some way to set them in game I think, but when created, you can create them at any angle with triggers. The trick is to make WE generate the JASS so as to do it at the angle you want, which can be done by setting it to not a building, changing the angle, and then setting it back. Any moving of the building subsequently will reset it, though, so it could get labourious.
10-23-2006, 11:10 PM#8
The)TideHunter(
Hmm yea i heard something like that.
I surpose if the buildings not busy and dosent have any items or anything different to a newer one, just remove it, and create a new one of the same type but facing a angle.
10-24-2006, 04:28 AM#9
The_AwaKening
Ya, I just decide to create the building in the map init instead so that I can set the facing angle. Only problem I had is that the angle seems to be off from what it should be. To point it directly north west "up to the left" should be 135 degrees, but that put it straight up for some reason. Oh well, I just added another 45 degrees to it and it works great.

Thanks for all the help.
10-24-2006, 11:31 AM#10
BertTheJasser
Did any body allready test, removing classification, chaninging angle, readding classification? If not, give it a try.
10-24-2006, 01:03 PM#11
iNfraNe
You can preplace buildings at an angle if you remove Stats-is a building, place it, then readd it again.

Quote:
Originally Posted by zen87
uhmm i dun think WE have that feature, if not i woudn't have so much trouble chaos some unit into a unit with ''ward'' to disable the active spells from the user.

Oh and.. yes it does -.-
10-24-2006, 05:07 PM#12
zen87
Quote:
Originally Posted by iNfraNe
Oh and.. yes it does -.-
Uhm... if u are refering to
Trigger:
unit - add classification
no... it don't have an option for "ward"... -.- well structure... yeah... but didnt try it, but i think i should work =|
10-24-2006, 07:18 PM#13
RaveEye
I tryed this and it works.. You have all 12 slots free, the unit dosent turn around then you click,
and you can change its facing direction.

Use an unit for the building and remove the move and attack ability.

Collapse JASS:
call UnitRemoveAbility(theunit, 'Aatk')
call UnitRemoveAbility(theunit, 'Amov')