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units you cant controll

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Level 5
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May 23, 2008
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123
How do you make a unit that the owner cant controll it. Kinda like the locus ability but i want it to be killable.
 
Level 7
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Aug 27, 2008
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The pause/unpause unit can help, but I'm not quite sure if that is what you are looking for, I'm having a bit of trouble understanding.
 
Level 5
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i want them 2 act like normal units, but the player cant controll them.

so pausing them would not work.
 
Level 2
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Apr 9, 2008
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Change their ownership?

Alternatively, using triggers, you could do an event on Unit is being issued an order (all 3 of them) then belay the order by re-issuing the order you want the unit to actually do.
 
Level 7
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If you have the player spaces to spare, you could use the 'forces' menu in the scenerio section and put player one, with another player, and let them have shared sight.
 
Level 5
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Apr 20, 2008
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...or just use the 'Locust' ability. It makes them unable to be interacted with at all though, so try basing the unit off a ward.
 
Level 5
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May 23, 2008
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locust makes them invisable(stated in first post)

Un selecting would add 2 much of a lag 2 check every time.

i dont have people 2 spare

also basing the unit off a ward does not work too

a map this is done in is castle fight
 
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Level 6
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Mar 22, 2009
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276
  • uncontrollable
    • Events
      • Player - Player 1 (Red) Selects a unit
      • Player - Player 2 (Blue) Selects a unit
      • Player - Player 3 (Teal) Selects a unit
      • Player - Player 4 (Purple) Selects a unit
      • Player - Player 5 (Yellow) Selects a unit
      • Player - Player 6 (Orange) Selects a unit
      • Player - Player 7 (Green) Selects a unit
      • Player - Player 8 (Pink) Selects a unit
      • Player - Player 9 (Gray) Selects a unit
      • Player - Player 10 (Light Blue) Selects a unit
      • Player - Player 11 (Dark Green) Selects a unit
      • Player - Player 12 (Brown) Selects a unit
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Peasant
    • Actions
      • Unit - Replace (Triggering unit) with a (Unit-type of (Triggering unit)) using The old unit's relative life and mana
That's what you need i think.. :wink:
 
Level 12
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Jul 27, 2008
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1,181
  • uncontrollable
    • Events
      • Player - Player 1 (Red) Selects a unit
      • Player - Player 2 (Blue) Selects a unit
      • Player - Player 3 (Teal) Selects a unit
      • Player - Player 4 (Purple) Selects a unit
      • Player - Player 5 (Yellow) Selects a unit
      • Player - Player 6 (Orange) Selects a unit
      • Player - Player 7 (Green) Selects a unit
      • Player - Player 8 (Pink) Selects a unit
      • Player - Player 9 (Gray) Selects a unit
      • Player - Player 10 (Light Blue) Selects a unit
      • Player - Player 11 (Dark Green) Selects a unit
      • Player - Player 12 (Brown) Selects a unit
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Peasant
    • Actions
      • Unit - Replace (Triggering unit) with a (Unit-type of (Triggering unit)) using The old unit's relative life and mana
That's what you need i think.. :wink:

That'd remove all buffs though, and stop all channeled spells. If you want them to just run around, create a dummy (invi & locust) and give it taunt with duration. Give it wander too so that it moves (modify it).
 
Level 13
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Mar 4, 2009
Messages
1,156
Locust is bad......i think you should not use it for that

if it is fine,you could add rally ability and ward classification,on that way player cannot use spells or attack/move orders,it can only set the useless rally point xD

it would be good if you remove rally (flag) effect
i think add and remove rally when it is casted should work for remove effect

this way will work good but i
m not sure will it be bad for you if unit has ward classification
 
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Level 2
Joined
Apr 9, 2008
Messages
8
locust makes them invisable(stated in first post)

Un selecting would add 2 much of a lag 2 check every time.

i dont have people 2 spare

also basing the unit off a ward does not work too

a map this is done in is castle fight

As far as I can tell in CF, they use the triggering method I mentioned previously;

AnyUnitEvent: EVENT_PLAYER_UNIT_ISSUED_TARGET_ORDER and EVENT_PLAYER_UNIT_ISSUED_POINT_ORDER (testing for types ,so you can control builder still)

then they do several checks and branches of orders.
 
Level 1
Joined
Nov 11, 2009
Messages
1
To add on...

I also realised that by changing the ownership of a unit and retaining it's colour works but the previous owner no longer receives bounty when that unit kills another. How do i retain the bounty given when killing other units? Just like legion td and castle fight. You do not have control over the units but u do receive the bounty when the enemy units are killed. PLEASE HELP!
 
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