- Joined
- Jun 25, 2008
- Messages
- 2,307
How can i make an unit uncontrolable without adding the locust ability???
Use ward classification and have a trigger that detects when that unit makes any type of order and just issue it's previous order and issue orders that the unit has through triggers?
Works but is a bit complicated. Look up PreventOrders as it's a good library if your thinking of doing this above.
you realy cant because you dont specify what you want man
well if you want a unit like desease cloud?
more specifications
or when is created/buyed/summoned make a trigger to hange it to neutral hostile NOT changing colur
yust an idea
well, the idea is to create a fimbulwinter like in Age of Mythology (just a bit different, thus wolves arent suposed to attack allies, but they should be uncontrollable but not invulnerable). Thats the prob, in dota they do it, but i dont know how, like in the rattletrap missile, or other units..
well, the idea is to create a fimbulwinter like in Age of Mythology (just a bit different, thus wolves arent suposed to attack allies, but they should be uncontrollable but not invulnerable). Thats the prob, in dota they do it, but i dont know how, like in the rattletrap missile, or other units..
There is a solution involving Locust that allows the Unit to be attacked, but not selected or targeted.
You can select the unit, but enemies can attack it. The unit also has collision.
- Untitled Trigger 017
- Events
- Player - Player 1 (Red) skips a cinematic sequence
- Conditions
- Actions
- Set u = (Random unit from (Units currently selected by Player 1 (Red)))
- Custom script: call UnitAddAbility(udg_u, 'Aloc')
- Custom script: call UnitRemoveAbility(udg_u, 'Aloc')
- Unit - Hide u
- Unit - Unhide u