Remove Commands from Unit?

57005

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I've seen that there is a way to remove all commands from a unit and make it trigger-controlled only.

In Most maps only the selection will be removed or made impossible, but how to select a unit, without the possibilities to issue new orders?
 

Laiev

Hey Listen!!
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add to unit type Ward

the commands buttons will disappear

i think is this what you want
 

57005

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the buttons disappear when you add unit type ward, but you can still issue commands.

i want the buttons to be disappeared and no commands to be issueable by the player
 

the Immortal

I know, I know...
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Adding the "Locust" ability to an unit will make it unselectable and uncontrollable.

Another but kinda non-clean way to make an unit selectable but uncontrollable would be to make a trigger fire when an order is issued and either stop the unit, or re-issue the last given order (using some kind of 'last order' library, although I never have and can't provide link for one). You can further make it controllable via triggers using a single boolean flag.
 

57005

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Locust will also make it unselectable, but it's important that the units still are selectable.

using a workaround is what i do right now, so i don't need another one.

but i have seen uncontrollable but selectable units in maps like "castle fight". thats what i want, too
 

Draphoelix

It's not the wintercold that's killing me
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Make a trigger that works somehow like this:

Event
A unit is issued an order
Condition
Action
Turn off
order unit to stop
Turn on



And when you want to issue an order to the unit through triggers. Just turn off that trigger above before ordering. (Can't believe I still remember this kind of things)

This way you won't be able to issue any orders unless you want to (through triggers).
 

57005

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that doesn't sound like what i'm searching for, it makes the units stop instead of not accepting commands, including a last command method it should be a good work around, but i've seen it done in another way: uncontrollable units which are still selectable
 

Draphoelix

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that doesn't sound like what i'm searching for, it makes the units stop instead of not accepting commands, including a last command method it should be a good work around, but i've seen it done in another way: uncontrollable units which are still selectable
Reply With Quote

May I frankly ask what the difference is?

It makes the unit stop - Not accepting commands. So what do you want the unit to do when it's not accepting commands? Just stand there? Just stay in his position? Just stop?
 

Accname

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Locust will also make it unselectable, but it's important that the units still are selectable.

using a workaround is what i do right now, so i don't need another one.

but i have seen uncontrollable but selectable units in maps like "castle fight". thats what i want, too

castle fight does add the classification ward to the units in combination with a trigger which orders units who are ordered by players back to attack-move to the center of the enemys castle. just as the posts above said.
 

57005

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castle fight does add the classification ward to the units in combination with a trigger which orders units who are ordered by players back to attack-move to the center of the enemys castle. just as the posts above said.

ok, i thought castle fight did something to disable giving commands all together, but if thats the case then i will revert to recommanding
 

tjordell

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I think i know what you mean. The thing you want is that like the unit cant move or cast spells.

Just use the action issue order unit to stop or hold position.
 

Guest3z

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Adding metamorphosis, issueing metamorphosis, and removing metamorphosis will cause the unit to bug thereafter. The unit will simply follow one order uncontrolably until it is carried out before it can be reordered to do something. I have no idea how Castle Fight or any of those other games do it but I was able to replicate what it sounds like you are asking for.

Ill attach my test map if you want to check it out.

Hope this helps :thup:
 

Attachments

  • UnstoppableOrder.w3x
    11.1 KB · Views: 266

DuelPlayer

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Castlefight did not stop commands or remove the commands.
Castlefight just change owner of unit but retain color
 

Tyman2007

Ya Rly >.
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DuelPlayer that's too hard to manage..

It issues the order to attack-move to the castle every time you give it some sort of order.
 

Azylaminaz

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The small text is wrong, just leaving it in there... because I wanted to.. It was originally before this:
Such a system is actually very easy to maintain, especially for Castle Fight (considering you never really interact with units directly). All you do is change the owner to your respective computer (red and green) and issue it to attack-move on a periodic event (to prevent sticking)....

One second, I'm having doubts... maybe it is the ward system. It checks for the ward identifier various times in the game. All units are also Suicide/Ward.

So ye, I'm wrong. But a system for making them owned by unplayable characters is still VERY easy... And if you are using trigger-controlled units, you can use custom value to set the 'real' owner'.

Castle Fight does use two players to control all the units.
JASS:
if(AAJ&gt;0 and AAK==0)and GetPlayerId(GetOwningPlayer(JD<i>))!=0 then
    call SetUnitOwner(JD<i>,Player(0),true)
    call AAI()
elseif(AAJ==0 and AAK&gt;0)and GetPlayerId(GetOwningPlayer(JD<i>))!=6 then
    call SetUnitOwner(JD<i>,Player(6),true)
    call AAI()
endif</i></i></i></i>

That pretty much says it all... It's deprotected so it's a tad hard to read.
It was a tad confusing so I did other checks as well, such as the standard calls to order a unit to move and such... Non exist in the map. The action required (EVENT_PLAYER_UNIT_ISSUED_ORDER) isn't even used in it.
Now, I could be wrong... I only did a few minutes of searching.
 

theDTD

Active Member
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weh, in the triggers look for something like:
>>cinematics - disable user control

not sure
 

57005

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sorry but i have to revive this topic.

i did it with the "give control to CPU player" method, but this brings a big new problem: Moving lag.

The map i am working at right now has very big amounts of units beeing spawned, after much testing i found that i needed to have 5 Computer controlled players for 7 Human controlled Players (which spawn the units) to prevent moving lag.
Having more than 7 human players is simply not possible in my map without altering the basic idea of it, what i of course don't want.
More than 7 Players results in too sharing the computer controlled units between too few computerplayers and thus resulting in moving lag.

my target is having 12 players, so giving control to the CPU player simply doesn't cut it.

giving the spawned unit to the spawner himself would fix moving lag, but then it's the basic problem again.

the ward method looks most promising right now, but reissuing the commands in a short timed periodic event is not acceptable because of spastic movement.

right now i am trying to solve it with reissuing the original command once the unit is issued another command, this is a little complicated since the trigger checking for issued commands creates infinite loops if not turned off while automatically issuing orders.

sadly i am not yet experienced enough with the editor to judge if a very short automatic time of deactivating that a "order reissuing"-trigger could be long enough for a player to abuse, i think not, but an affirmation would be nice.
 

Accname

2D-Graphics enthusiast
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just turn the trigger off, order your unit to do something and turn the trigger on again. there is not even a chance for a player abusing this.
 
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