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If you are really desperate for someone not to order a unit to move or make an action you could do it like this as the event a player selects a unit isn't instant. Although this way is flauntingly inefficient.
Deselect
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set UnitGroup = (Units currently selected by Player 1 (Red))
Unit Group - Pick every unit in UnitGroup and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is A structure) Not equal to True
Then - Actions
Selection - Remove (Picked unit) from selection for Player 1 (Red)
Else - Actions
Custom script: call DestroyGroup(udg_UnitGroup)
This way insures no way for Player 1 to not be able to even look like he can select the unit let alone order the unit to do something.
I think that he still want's the unit to be able to have 'all' the function of a normal unit although not able to be forced to do something by a player. Making the unit have locus may make the player unable to select the unit although it won't be able to be targeted by other units nor have collision.
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