- Joined
- Aug 14, 2006
- Messages
- 7,602
Hey,
What's the best way not to allow player control a unit?
I'm using this method right now but player has a little time to select the unit and even move it. You might have a better idea?
Also I'm searching for a better way to make a system where players selects a dummy hero, the selection is instantly moved to a dummy unit.
The game's a single-player game if that helps.
More information:
Item description:
Monster Mask
|c00FEBA0E+12 Armor
+1000 Health
|cff6495edWhen used, the Hero becomes a monster for 10 seconds. While a monster, it cannot be controlled but has increased Attack and Movement Speed. Has 60 second cooldown.
|c00FEBA0EQuality: |c00FF8000Epic
Test map attached. Rep for the helpers.
What's the best way not to allow player control a unit?
I'm using this method right now but player has a little time to select the unit and even move it. You might have a better idea?
-
Untitled Trigger 001 Copy
-
Events
- Player - Player 1 (Red) Selects a unit
-
Conditions
- (Triggering unit) Equal to Archmage 0000 <gen>
-
Actions
- Selection - Remove (Triggering unit) from selection
-
Events
The game's a single-player game if that helps.
More information:
- There will be only 1 this type of item in the whole game.
- The unit that can use this is actually a hero.
- Player can control at this point of game 3 heroes and some units.
- Single-player campaign. No vJASS. I prefer GUI.
- Please don't change the ownership of the unit. It will mess up things.
- Waits are allowed.
- I simply want you to create a way that disables player to use a unit that is using this item for a while.
Item description:
Monster Mask
|c00FEBA0E+12 Armor
+1000 Health
|cff6495edWhen used, the Hero becomes a monster for 10 seconds. While a monster, it cannot be controlled but has increased Attack and Movement Speed. Has 60 second cooldown.
|c00FEBA0EQuality: |c00FF8000Epic
Test map attached. Rep for the helpers.
Attachments
Last edited: