Clarification (What does this code actually do?)

sunshinex3

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I am trying to give locust to a unit through trigger

Trigger:
  • Custom script: call UnitAddAbility( GetLoadedUnit(), 'Aloc' )


is that the right code? it seems so???
but all it does is make the unit invulnerable i can still select and move it around

this is the trigger:
Trigger:
  • Bunker Load Inverse
    • Events
      • Unit - A unit Is loaded into a transport
    • Conditions
      • And - All (Conditions) are true
        • Conditions
          • (Unit-type of (Transporting unit)) Equal to Bunker (dark iorn)
          • ((Loading unit) is A ranged attacker) Equal to True
          • ((Loading unit) is in BunkersUnitGroup.) Equal to False
    • Actions
      • Set VariableSet TempPoint = (Position of (Transporting unit))
      • Custom script: call UnitAddAbility( GetLoadedUnit(), 'Aloc' )
      • Unit - Order (Transporting unit) to Unload (Loading unit)
      • Unit - Set Unit: (Loading unit)'s Real Field: Scaling Value ('usca') to Value: 0.10
      • Animation - Change (Loading unit)'s size to (1.00%, 1.00%, 1.00%) of its original size
      • Custom script: call RemoveLocation (udg_TempPoint)


its not the complete trigger because i can't get locust right...
 
Last edited:

sunshinex3

You can change this now in User CP.
i will answer this one guys 'Aloc' is supposed to do 3 things
make unit invincible
make units unselectable
make it capable of walking through buildings

now their is glich that appears where all it does is make the unit invulnerable... kinda odd
 

jonas

Well-Known Member
you should probably try to unload the unit before giving it locust ('Aloc'). Play around with it a little while. Locust is a little weird and depending on the order in which you do things with it you can get different outcomes.
 
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