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Unit Detection Problems

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Level 12
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Alright I have a few problems that I would like help fixing.

1. How do I make it so that units do not show up on the minimap? I need the units to be stealthy and the whole point would be blow in someone could just check the minimap.

2. How do I make it so there is not that circle thing or anything at all on a unit. I want it to be that only the owner can click on the unit and that if you put your cursor over a unit you don't own, it won't get that little gree circle or display the team name.

These might be things that are unfixable but I really hope they aren't. Please help.
 
Level 40
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1. Stats - Hide Minimap Display

2.
Custom script: call UnitAddAbility(who, 'Aloc')
Custom script: call ShowUnit(who,false)
Custom script: call UnitRemoveAbility(who,'Aloc')
Custom script: call ShowUnit(who,true)

Where who is your unit. If the unit was stored in a variable called bleh, who would be udg_bleh. If it was Triggering Unit, who would be GetTriggerUnit().

However, this (#2) also prevents click-selection, and only allows drag-selection from then on.

EDIT: But this happens for all players, not just the enemies of the owner ><
 
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Im sorry purplepoot but I dno't understand JASS. Are thos triggers I have to put in or what? And also, I don't understand what you said about the "who" part. And is there any way I can also make it so drag selecting is impossible too? That would be great because I could just make it a hero and the player could click it's little icon thing.
 
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User. Its supposed to be a sniper game so you thats why I want it so players cant use cheap tricks to root out enemies. Alright Purple I want to use your script but would you explain it more? I need to know what exactly to put (sad I know). I have a variable set for each sniper that the player has so they are all kept track of.
 
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For who, let's say you had a Unit variable called TempUnit

  • Some Trigger
    • Events
      • <your event here>
    • Conditions
      • <your conditions here>
    • Actions
      • Set TempUnit = <a sniper>
      • Custom script: call UnitAddAbility( udg_TempUnit, 'Aloc' )
      • Unit - Hide TempUnit
      • Custom script: call UnitRemoveAbility( udg_TempUnit, 'Aloc' )
      • Unit - Show TempUnit
 
Level 4
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Sep 20, 2005
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doesnt adding and removing locust makes the unit go all funky? :sad: I cant even attack my own unit. Unit-targeted commands doesnt work =/ but i suppose thats the desired effect? Not sure how that would work in sniper map though.
 
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