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[General] About sharing units

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Kusanagi Kuro

Hosted Project: SC
Level 10
Joined
Mar 11, 2012
Messages
708
Hi guys. I'm making a RPG map. I want to allow the players to click on the Hero in the Hero Selection Area, then if they want, they can click on the Hero Skill icon (the red plus) to view the skills of that hero. But that's all they can do, they cannot use that hero, move that hero or level up the skill. It looks like sharing units but u cannot control that unit but can view its skill :D. Hope u guys can understand. If u have any questions about my problems, just ask and I'll reply politely :D.
Note that the sample Hero in Hero Selection Area belongs to Neutral Passive and they are also the unit-type of the real Hero.
 

Kusanagi Kuro

Hosted Project: SC
Level 10
Joined
Mar 11, 2012
Messages
708
If I change the ownership of the unit, then the player will have full control of them. I dont want that. I just want them to be able to view the hero's ability.
 
Level 8
Joined
Jul 7, 2013
Messages
141
Since it's just for a hero selection, you can create a dummy unit based on circle of power with the hero's model, then create a spellbook that contains dummy abilities of the original hero abilities. You can set the ownership of the dummy unit to the selecting player so that they can view the spellbook.

Well, that's how I would do it. :)
 
Level 13
Joined
Mar 24, 2013
Messages
1,105
Here is something that works--

  • Selection
    • Events
      • Player - Player 1 (Red) Selects a unit
      • Player - Player 2 (Blue) Selects a unit
      • Player - Player 3 (Teal) Selects a unit
      • Player - Player 4 (Purple) Selects a unit
      • Player - Player 5 (Yellow) Selects a unit
      • Player - Player 6 (Orange) Selects a unit
      • Player - Player 7 (Green) Selects a unit
      • Player - Player 8 (Pink) Selects a unit
      • Player - Player 9 (Gray) Selects a unit
      • Player - Player 10 (Light Blue) Selects a unit
      • Player - Player 11 (Dark Green) Selects a unit
      • Player - Player 12 (Brown) Selects a unit
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Triggering unit) Equal to Mountain King 0000 <gen>
              • (Triggering unit) Equal to Paladin 0001 <gen>
        • Then - Actions
          • Unit - Change ownership of (Triggering unit) to (Triggering player) and Change color
          • Hero - Modify unspent skill points of (Triggering unit): Set to 0 points
        • Else - Actions
  • Deselection
    • Events
      • Player - Player 1 (Red) Deselects a unit
      • Player - Player 2 (Blue) Deselects a unit
      • Player - Player 3 (Teal) Deselects a unit
      • Player - Player 4 (Purple) Deselects a unit
      • Player - Player 5 (Yellow) Deselects a unit
      • Player - Player 6 (Orange) Deselects a unit
      • Player - Player 7 (Green) Deselects a unit
      • Player - Player 8 (Pink) Deselects a unit
      • Player - Player 9 (Gray) Deselects a unit
      • Player - Player 10 (Light Blue) Deselects a unit
      • Player - Player 11 (Dark Green) Deselects a unit
      • Player - Player 12 (Brown) Deselects a unit
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Triggering unit) Equal to Mountain King 0000 <gen>
              • (Triggering unit) Equal to Paladin 0001 <gen>
        • Then - Actions
          • Unit - Change ownership of (Triggering unit) to Neutral Passive and Change color
        • Else - Actions
  • MoveCancel
    • Events
      • Unit - A unit Is issued an order targeting an object
      • Unit - A unit Is issued an order targeting a point
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Triggering unit) Equal to Mountain King 0000 <gen>
              • (Triggering unit) Equal to Paladin 0001 <gen>
        • Then - Actions
          • Unit Group - Add (Triggering unit) to HeroStop_UnitGroup
          • Countdown Timer - Start HeroStopTimer as a One-shot timer that will expire in 0.00 seconds
        • Else - Actions
  • HeroStopTimer
    • Events
      • Time - HeroStopTimer expires
    • Conditions
    • Actions
      • Unit Group - Pick every unit in HeroStop_UnitGroup and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Stop
          • Unit Group - Remove (Picked unit) from HeroStop_UnitGroup
 
Level 13
Joined
Mar 24, 2013
Messages
1,105
Does it actually work without a timer? Man.. I'm good at making unnecessary junk.

Edit: IF You have Enemies next to these units (player 1 picks unit right next to a unit player 2 picked and they are enemies they will turn to attack each other because it can't catch automatic agro, you can either Cargo Ability them or perma silence attacks, Whatever you like.)
 
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