Can't give unit orders

PrisonLove

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How can you make it so that you cannot give a unit any orders, but it is still selectable and owned by you?

Basically, something like Castle Wars, where a unit is spawned, given an order to move to an area, and the player, although he owns the unit, cannot give it any orders.

Edit: I uploaded the map. The current problem is that the unit can still be issued the "smart" order (right click) and this can cause it to move. I need this to not be the case. If I set the movespeed to 0 or move type to none, the unit will not move when I use SetUnitX()/SetUnitY(). Can someone take a look and see what the problem is?

Basically use the Koopa Troopa's bomb-omb ability and then select the bomb-omb and try to move him. He will, but he is not supposed to.
 

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I think theres an ablitty like Ward or something that causes this to happen so that once you select the unit you don't get the order buttons, but you can still issue it orders via triggers. I'm not sure, though
 
You can always try to make a trigger that works rather simple.

I am not near my editor right now, so I'll just explain my idea. Maybe when I get home I'll make the trigger for you.

Events: Player (?) selects a unit

Conditions: If selected unit is owned by Player (?) and selected unit isn't a structure or hero

Actions: Deselect selected unit for Player (?)

This will cause a player to not be able to select any units that are his even though they move under other trigger orders. However, why do you want to have a player controlled units not be selectable? Wouldn't be easier to just give them to some ally computer player? Just being blunt.

Good?

EDIT: Maybe add a "move camera" trigger when the player tries to select his units that will move his screen back to:
1) His Hero
2) His Base
3) Somewhere...

That will certainly keep players from selecting their own units :p
 
I would prefer that they are able to select the units, but not issue orders, just as in Castle Wars. Basically I'm creating an ability that creates a unit, orders it to walk in a given direction and will explode upon impact with either an enemy unit, or an unpathable area. I don't want to give the dummy unit locust, as I want it to have collision, be able to selected in unit groups, and just be selected in general.
 
Tell me a bit more about the unit that is supposed to explode.

Does it have Attack option? Or its attack is changed to NONE?

If it doesn't have Attack option, does it have:

-Follow
-Move
-Stop
-Patrol

I am not quite sure because I never played Castle Wars, but I know right now that you can make a few triggers that will not allow a player to interfere with unit's actions through:

-Deselecting
-Pause/Unpause the unit
-Issue order

Besides that, maybe you should contact the host/creator of Castle Wars and kindly ask how he did that?
 
i think in castle fight units are given the ability ward as setharoth said. then when these units are ordered to smart (move), it is forced to attack-move to a region instead.
 
Tell me a bit more about the unit that is supposed to explode.

Does it have Attack option? Or its attack is changed to NONE?

If it doesn't have Attack option, does it have:

-Follow
-Move
-Stop
-Patrol

...

It has no attack, but has the other basic abilities. Basically, the unit just needs to walk until it hits another unit, or hits a wall. I can do that part, but I want it to be a selectable unit so that it can destroyed in AoE attacks, or targeted for spells and attacking and such. The unit should just not be able to be issued any order by the player.
 
Well I managed to do it by classifying the unit as a ward. Thanks for all of your help and effort guys!
 
Okay so I have found that the unit can indeed be issued an order by right clicking. I suppose this is because they retain the "smart" order ability. Is there a way to prevent this? I need the unit to still be selectable, just unable to be issued an order.

Edit: I uploaded the map so that people can take a look.
 
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