disable/ignoring orders

nicolas

New Member
Reaction score
2
Hello there again,

so i got this new problem and im cinda curious if its possible.
With an ability im smmoning a unit that after the summoning will get an order to move to a specific point:
The trigger:
Trigger x
Events
Unit - A unit owned by Player 1 (Red) Begins casting an ability
Conditions
(Ability being cast) Equal to Airplane sent X
Actions
Unit - Create 1 Airplane X for Player 1 (Red) at ((Position of (Casting unit)) offset by (50.00, 60.00)) facing Default building facing degrees
Unit - Order (Last created unit) to Move To (Target point of ability being cast)
Unit - Add a 60.00 second Water Elemental expiration timer to (Last created unit)

This created unit will have a few ability's that the player must be able to use, though the player must not have the ability to change the movement location of the unit, or in other words the player must only be able to use the ability's of the unit. I try'd a serveral things like:

order move disable
Events
Unit - A unit owned by Player 1 (Red) Is issued an order targeting a point
Unit - A unit owned by Player 1 (Red) Is issued an order with no target
Conditions
(Unit-type of (Ordered unit)) Equal to Airplane X
Or - Any (Conditions) are true
Conditions
(Issued order) Equal to (Order(stop))
(Issued order) Equal to (Order(move))
Actions
Selection - Clear selection for Player 1 (Red)

Though it doesnt seem to work. Any ideas how to solve this problem, if its possible at all..

Thx in advance
 

MP®

Member
Reaction score
11
Just add locust to it, then no player can select it, so you cannot order it to do something else neither.

If you dont want the unit to be unselectable, but only for player 1, then make a trigger like:

Events:
Player 1 selects a unit
Conditions:
selected unit equal to Airplane X
Actions:
Remove selected unit from selection of triggering player
 

nicolas

New Member
Reaction score
2
This are both no options,
locus will make the unit indeed unselectable though it will also cause the unit to be ´invulnereble´ as in: the enemy cant select/attack the unit. Besides that the unit must be selectable because the player has to use the ability's the summoned unit has. With locus you cant click the unit so you can neither use the abilities the unit has. Same goes for:
Events:
Player 1 selects a unit
Conditions:
selected unit equal to Airplane X
Actions:
Remove selected unit from selection of triggering player
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Reaction score
613
Give the unit the "Ward" classification, then have a trigger that runs whenever the unit is issued an order. If the order is "smart", then re-issue a previous order. I think this would work because a unit with the "Ward" classification only takes "smart" orders and spells.
 

nicolas

New Member
Reaction score
2
Oke now we are getting somewhere:) but still how do you want to 're-issue a previous order' what i've got now:

order move disable
Events
Unit - A unit owned by Player 1 (Red) Is issued an order targeting a point
Unit - A unit owned by Player 1 (Red) Is issued an order with no target
Conditions
(Unit-type of (Ordered unit)) Equal to Airplane X
(Issued order) Equal to (Order(smart))
Actions
Selection - Remove (Triggering unit) from selection for Player 1 (Red)

This will remove the unit from the selection just as the other trigger but if you are moving (moving order) it will deselect AFTER you have given the order which will result into: unit goes to ordered location and deselects after, which still doesnt clear the problem.
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Reaction score
613
Attach the targeted position to the unit in a Hashtable. Then order the unit to move to this location if it gets issued any of those orders.
 

Curo

Why am I still playing this game...?
Reaction score
109
You could also move the unit via triggers. If you use the appropriate JASS functions to
set the X/Y' (periodically) of the unit in question, you can still give it orders I believe.
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Reaction score
613
The functions SetUnitX and SetUnitY do indeed allow orders to be given, which includes Attack-Move and Move orders. That won't help to solve the problem, will it?
 

Curo

Why am I still playing this game...?
Reaction score
109
You want to use a periodic trigger (every 0.04) to set the X/Y of the unit. This way, any movement orders will get overridden, since the position is being changed.
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Reaction score
613
SetUnitX and SetUnitY don't override orders, but Move Unit (Instantly) does. I've tried it before, and using both SetUniX and SetUnitY at the same time actually allows movement while the unit changes position.
 

Curo

Why am I still playing this game...?
Reaction score
109
Yeah, setting the X and Y at the same time "effectively overrides" movement orders...that's what I meant. This will allow him to keep any order, but prevent actual movement. That's what he wanted, right?
 
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