Recent content by ninjaalamode

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    Non-player units moving back to start when attacked?

    Yeah, I didn't really think the trigger was the cause either. I thought it might be like you said, with the units going back to their starting point being part of AI. I also didn't put any triggers in to cut off players from using arrow keys to move unit while stunned, because the arrow key...
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    Non-player units moving back to start when attacked?

    In my map, I have two teams controlling player 9 and 10's units with arrow keys, and also by using units in the top-left of the map for casting spells with the help of triggers. My problem lies in when these units damage each other. I only have one ability so far for the units, with triggers...
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    Alternatives to Locust? Unselectable, but still...

    Well, my problem is fixed, thanks for the help everyone. I ended up making the units not actually owned by the players themselves, so that they couldn't give them any orders. Everything seems to be working fine now.
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    Alternatives to Locust? Unselectable, but still...

    No, when you do that the player still has enough time to give the unit orders if he/she is fast enough. Also, I've know tried targeting a specific pre-placed unit and removing locust from it with "Unit - Remove Locust from Soldier 0026", and yet the unit still acts as though it has Locust and...
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    Alternatives to Locust? Unselectable, but still...

    Yurp, here ya' go. LocustInitialization Events Map initialization Conditions Actions Custom script: set udg_Locust = 'Aloc'
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    Alternatives to Locust? Unselectable, but still...

    That's pretty much what I did in the first part of the trigger, except I used "all players matching a condition". I changed it to just "all players" and it still doesn't work.
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    Alternatives to Locust? Unselectable, but still...

    So, I added that map initialization trigger with Locust as an ability variable, messed with my ability trigger a bit to add in removing Locust, and it doesn't seem to work. This is what I have for my trigger... CQC Events Unit - A unit Begins casting an ability Conditions...
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    Alternatives to Locust? Unselectable, but still...

    Removing Locust before the main part of the trigger goes off sounds like it would work, but I can't seem to find the actual ability in the Unit - Add Ability GUI. I tried looking for it in the object editor as well, but I couldn't seem to find it.
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    Alternatives to Locust? Unselectable, but still...

    I've been using locust on the units in my map to make player controlled units unselectable, but it doesn't seem to allow for them to be picked in triggers, and they can't be hit by spells either. Is there an alternative to Locust units that allows for a player controlled unit to be...
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    Detecting the exact item being manipulated

    Thanks for the help, but, after looking at it again, I realized I had totally messed up. I wasn't thinking straight when I first made it, but now I redid it and it's working.
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    Detecting the exact item being manipulated

    When I do something like, "is equal to item being manipulated", it only detects the item's TYPE, and not if it's the EXACT item that is being manipulated (or at least that's the way it seems). Is there any way to detect the exact item being manipulated? If indeed "is equal to item being...
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    Starting an event when a unit has stopped or is idle

    Thanks a lot, that really helped, my random battle encounter system is working now. Although, I should add, the order to check for is "null", and not "stop."
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    Starting an event when a unit has stopped or is idle

    Does anyone know of a way to do this? I'm trying to make a random encounter system, but the part I'm having trouble with is starting an event when a unit has stopped walking. I've already tried starting it with the orders "stop", and "null", but that doesn't work. Thanks in advance.
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    Order for unit reaching a point

    Okay, well, that might work for me, but the way I have my trigger set up might not allow it, so I have another question. Does the unit stopping at the right clicked point COUNT as an ORDER, if not, how would I be able to set up a trigger that is started by that?
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    Order for unit reaching a point

    I know there's the "smart" order for when you right click a point, but is there an order for when the unit stops at the point you right-clicked? Thanks in advance.
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