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Ok yea, but can I still return the unit to it's original position before it went in? I mean the in and out thing shouldn't take more than 0 seconds or it could bug.
Go to your Unit in the Object editor, scroll to Stats - Transported Size, Shift + Enter and type "-1". It won't load the unit within.
To achieve this in-game, e.g. after some sort of a quest, use a trigger like this:
One
Events
Unit - A unit Is issued an order targeting an object
Conditions
(Target unit of issued order) Not equal to No unit
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Goblin Zeppelin
(Unit-type of (Target unit of issued order)) Equal to Goblin Zeppelin
Then - Actions
Unit - Order (Triggering unit) to Stop
Unit - Order (Target unit of issued order) to Stop
He wants it to be situational
Not ALL units cannot enter the transport
@Jaakko
Why don't you give it a try in a test map or so... ?
I'm sure it won't take a minute =D
After all, we're here pointing out some suggestions, you should try it to see the effectiveness
Good Luck !
Sounds interesting, will this classification have any other effects?
EDIT: Thanks for the help, adding the sapper classification is the easiest way to do it.
This is from WC3C.net: ''Suicidal/Sapper: Units that have a 'Asds' (Self Destruct) ability and are tagged suicidal will automatically self destruct on enemies with a right click. In many maps you probably don't need that feature so you can abuse this unit classification to tag certain unit types. The classification can then be checked in the allowed targets field of your abilities. This can often save a lot of trigger work.''
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