- Joined
- Jun 25, 2008
- Messages
- 2,353
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