Uncontrollable Units

darkmik

New Member
Reaction score
0
How do i make my units uncontrollable by me, example: when you train a unit it will just go to a specific region and you cant control or move it.
 

mr-death

Acolyte
Reaction score
51
The best way I could think of is to set the ownership to another player, and add a dummy ability with 12 levels to identify the real owner.

______________________
or I have another way, but it's quite complicated and sometimes the players can trick it if they're swift enough
Add a passive 'dumm' ability to units that would have their controls removed (create it from Hero Armor Bonus +1 from items, remove the armor bonus)
and use a trigger

Trigger:
  • Trig
    • Events
      • Player - Player 1 (Red) Selects a unit
    • Conditions
    • Actions
      • Set UG = (Units currently selected by Player 1 (Red))
      • Unit Group - Pick every unit in UG and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of dumm for (Picked unit)) Equal to 1
            • Then - Actions
              • Selection - Remove (Picked unit) from selection for (Triggering Player)
            • Else - Actions
      • Custom script: call DestroyGroup(udg_UG)

Set the event for all players, and they'll have a hard time controlling the units with 'dumm' ability.
However, a swift controlling is still possible.
____________________________
 

B0ndo

New Member
Reaction score
4
I'm currently working on a project where there automatically will be sent units from a player's tower depending on which he has. These units are not in fact his, they are sent as Dark Green (Team 1) and Brown (Team 2). When a player upgrades his tower there will be sent better units from him. What i do is simple.

Make the event every XX second of game time create XX units at center of bla bla region, then make a new path trigger. When a unit enters bla bla the unit belongs to player Dark Green then attack-move to the next region. Pretty simple setup, but i use it and it works just fine for my map.

The downsite though is that you have to make shit loads of triggers, but once you have created the first ones, it's basically copy-paste.

If this is what you are looking for, let me know and i'll help you once i getnin front of an editor.
 

darkmik

New Member
Reaction score
0
The best way I could think of is to set the ownership to another player, and add a dummy ability with 12 levels to identify the real owner.

______________________
or I have another way, but it's quite complicated and sometimes the players can trick it if they're swift enough
Add a passive 'dumm' ability to units that would have their controls removed (create it from Hero Armor Bonus +1 from items, remove the armor bonus)
and use a trigger

Trigger:
  • Trig
    • Events
      • Player - Player 1 (Red) Selects a unit
    • Conditions
    • Actions
      • Set UG = (Units currently selected by Player 1 (Red))
      • Unit Group - Pick every unit in UG and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of dumm for (Picked unit)) Equal to 1
            • Then - Actions
              • Selection - Remove (Picked unit) from selection for (Triggering Player)
            • Else - Actions
      • Custom script: call DestroyGroup(udg_UG)

Set the event for all players, and they'll have a hard time controlling the units with 'dumm' ability.
However, a swift controlling is still possible.
____________________________

i dont understand this triggers XD


I'm currently working on a project where there automatically will be sent units from a player's tower depending on which he has. These units are not in fact his, they are sent as Dark Green (Team 1) and Brown (Team 2). When a player upgrades his tower there will be sent better units from him. What i do is simple.

Make the event every XX second of game time create XX units at center of bla bla region, then make a new path trigger. When a unit enters bla bla the unit belongs to player Dark Green then attack-move to the next region. Pretty simple setup, but i use it and it works just fine for my map.

The downsite though is that you have to make shit loads of triggers, but once you have created the first ones, it's basically copy-paste.

If this is what you are looking for, let me know and i'll help you once i getnin front of an editor.


i dont understand this either XD
 

B0ndo

New Member
Reaction score
4
Do you know the map Hero Wars Elite? Is that the kind of system you're looking for?
 

NeuroToxin

New Member
Reaction score
46
Give units the ward classification, it removes the move stop and attack abilities, but units can still be ordered via triggers.
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Reaction score
613
Give units the ward classification, it removes the move stop and attack abilities, but units can still be ordered via triggers.

Use this method, then have a trigger that orders the unit to move to the region again whenever it is ordered to do something else.
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Reaction score
613
Check the box that says Ward in Stats - Unit Classification. It's somewhere at the bottom in the Units tab of the Object Editor.
 

NeuroToxin

New Member
Reaction score
46
Its at the bottom, it says something like Unit Classification, where for peasants its workers, for catapults and that stuff, its mechanical.
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Reaction score
613
A unit with the Ward classification only takes "smart" orders. Detect whenever it gets ordered to do something and ordered it to move to the region again.
 

B0ndo

New Member
Reaction score
4
Do you want the units to be automatically "sent" or "created" every XX second of gameplay or do you want to make the unit uncontrolable when it enters a specific region?
 

darkmik

New Member
Reaction score
0
no the units are created when the players summon them, then move from region to region
 

B0ndo

New Member
Reaction score
4
Okay then place a region underneath the tower a players "sends" the units from and place the region in this trigger:

Trigger:
  • Untitled Trigger 001
    • Events
      • Unit - A unit enters Region 000 <gen>
    • Conditions
    • Actions
      • Unit - Change ownership of (Triggering unit) to Player 11 (Dark Green) and Retain color


Do you need a "path" system aswell?
 
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