- Joined
- Aug 3, 2004
- Messages
- 2,906
It is quite certainly hard-coded to be that way.
Certain item abilities also have this behaviour (not that I can name any off the top of my head).
Pretty sure that you can summon towers with pocket factory or water elemental. Just set the duration to 0. That way it gets no expiration timer. Also, pocket tower should work too. Did you set it to "item ability - false" ???
I used the base I did so that structure pathing would be required. Yes it is False.
Is it not required with pocket factory? I think that's your best bet.
Correct. However that matters quite a lot in a melee map.
Hmmm, yes, that's true. This is a very strange bug. I don't have WE available right now, but I assume you have looked through to see if there is some boolean for "show in group." The only other thing I can think of would be to add a dummy item when the spell is cast and trigger a switch to a dummy item cast. Does that make any sense?
It's ridiculous, but I would recommend using another ability as base and trigger it manually. This will bypass the issue perfectly.
But how do you make it check for pathing/buildability? I think he wants the shadow building placement thing like when you are actually giving a build order. The tiny tower does this, but pocket factory does not.
I suggested switching to a dummy item, but now that I think about it that will be tricky. You will need to order your caster to 'smart' on the item with a trigger, but if you have no room for an item, then what? Maybe a quick swap out and return?