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Tiny problem.

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Feb 19, 2008
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Hi, i tried to make a tower that looked like an archer, so first i based it off the Guard Tower.
Problem:- The unit did not turn the way it shot, so it was facing the wrong way all the time. :hohum:

Then i based it off the night elf tower, who does turn around when shooting, i deleted the "root(ancients)" ability and the "eat tree" ability.
Problem:- the tower started to move... :eek:

I changed his movement type to "none"
Problem:- He stopped turning when he would shoot again :sad:

ive also tried setting a turning rate at the guard tower and setting movement speed to 0. nothing functions the way i want it

So can anyone tell me how to make an archer that does not move and faces the way it shoots? :cute:
 
:/ is there really no way? I think I have seen attacking-unmoveable-facing archers in BFME, the ones on the walls of minas-thirit?
 
Im not familiar with the turning of buildings, so ill try your way tomorrow, im off to bed :slp:

Thx for the super quick answers! +rep
 
I'm not sure and might check tomorrow but I think you can lower Minimum Unit speed to 0 in the Gameplay Constants. If you can then just change the Unit's Move Speed to 0.

Otherwise sorry to waste your time.
 
I changed the gameplay constants minimum movement speed to 0 and -1, and did the same on the unit, neighter worked :(
 
Just make it like the ancinet protector and make a trigger that stops it from using uproot ability...

Unit begins casting ability
ability is root
order triggering unit to stop

then it will be able to turn, but it wont be able to get up. Maybe change the icon and tooltip of root to something else so it blends in more, maybe a little informational thing about the tower or something.
 
The pocket factory-based unit were turned randomly at birth, but did not turn while shooting.

Would disabling the root ability via triggers disable the unit's ability to turn too?
 
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