Forum Discussion
@dcom67 wrote:I think the editor does it correctly if it over laps a unit. I mean to what purpose would you place units inside of a structure, the fact that they exist in the original missions doesn't necessarily make them right . I'm thinking that they are old editor bugs, myself. I could show you all kinds of old RA what i would consider trigger bugs and left over triggers and team types that do nothing,.
Even if a Building doesn't exist in the game yet , the cells should not have a unit placed there IMO because what if the unit is in sleep mode or something and cant be moved , now you can't place the building.
You clearly didn't read the actual thing I linked to. The building itself becomes terminally bugged in the editor; you're unable to open its properties or even remove it.
And regardless of edge cases, the actual game DOES use situations like that, so they should be possible to create in the editor.
Yah i agree sometimes the building or unit gets bugged if you load a map with overlapping building and units. I just delete the building or unit from the file and reload it in that case.
But if you are trying to place a building over a unit it doesn't bug up, at least not that i have seen.
I'm assuming it is because of the way they track the cell usage that it cant accept two usages .
Well myself i like it the way it is . regardless if they did intend to do it.
- Nyerguds4 years agoHero+
@dcom67 You used the wrong buildings. Both of these have their top sticking out over passable cells; their actual placement cell is part of the passable top row. The Obelisk, Advanced Guard Tower and Weapons Factory do this too. In the same way, you can have a unit on the same cell as the Repair Facility; it's just the top-left open cell in the corner of the building.
I have a mission with advanced trigger setups that utilise the mechanics of the Mobile HQ vehicle getting destroyed. In case you don't know, this makes all stuff from the House owning that Mobile HQ explode. So basically, to destroy five "GDI" guard towers standing in the player's way, my units can activate a celltrigger, and, invisible to the player, this makes a kill-team of House Multi6 land somewhere in an inaccessible part of the map, and that kills a Mobile HQ of House Multi5 (the yellow multiplayer house), which causes five yellow Guard Towers to blow up and no longer block the player's way. Nice and smooth, without any indication that this is some really advanced scripting. Two such barriers have to be disabled; one using House Multi5, the second using house Special, since both are yellow and don't seem any different than GDI from the player's perspective.
This scripting can be seen in action here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2560239632
But in the scenario's fail condition, this is supposed to cause a chain reaction where Mobile HQs of the houses GDI, Special and Multi5 are all destroyed together, ending the mission in an 'earth-shattering kaboom', to quote that old Bugs Bunny cartoon.
To do this, I placed their Mobile HQs on top of Guard Towers owned by the original House that gets destroyed. The game uses actual explosions to kill the House's owned objects, so it can affect other things on the same cell. This is the setup for that, in-game, when playing:
(The flare in the mission is not normally there; I moved it to see this spot in-game)
As you see, having the Mobile HQ on the same cells as the Guard Towers works perfectly fine. They don't get moved.
Additionally, using this same unit-on-building trick, I make sure that for every one of these not-actually-GDI Guard Tower that gets destroyed in the normal barrier-clearing script, vehicles standing on top of real GDI Guard Towers off-screen make sure that the number of destroyed GDI buildings on the score screen is correct. This is done with the same principle; Harvesters of House Special and Multi5 are standing on the same cells as GDI Guard Towers, and these Houses exploding destroys the Guard Towers under them. But the Harvesters completely cover the Guard Towers, so showing a screenshot of that isn't really useful 😉
This is the full overview of the original mission as I made it for DOS C&C, though for the remaster I had to adapt a few things to make it work.
I hope now you see what I mean when I say the Remaster Editor is blocking possibilities that can be used to have greater creativity.
- 4 years ago
@Nyerguds Yah i can see the need to be able to override the behavior of the building /unit placement.
Perhaps a toggle of some sort in the menu area ,To turn off the building/unit placement checking would work.
That way people can use the editor normally , or have it disregard the placements.
About Command & Conquer Franchise Discussion
Recent Discussions
- 10 days ago
- 10 days ago