How Do you stop control of Spawns?

XxShadyxX

I abused the rep system.
Reaction score
81
Ok I have a 4v4v4v4 Twer wars map. And I want it so you can't control the spawns. How do I do this? I have tried Groups but they get overwritten alot and bug up...

Please help it is last thing I need for my map!!

Thanks In advance :thup:
 

dannyboydude

Ultra Cool Member
Reaction score
33
ive used this lots of times

say a message saying if you try to control your units they will be removed from the game

Code:
Non select
    Events
        Player - Player 1 (Red) Selects a unit
        Player - Player 2 (Blue) Selects a unit
        Player - Player 3 (Teal) Selects a unit
        Player - Player 4 (Purple) Selects a unit
    Conditions
        (Unit-type of (Triggering unit)) Equal to <Your Unit>
    Actions
        Unit - Remove (Triggering unit) from the game

trust me it works unless you want all ur units removed
 

Draphoelix

It's not the wintercold that's killing me
Reaction score
132
Can't you give them locust? Or just remove them from selection every 0.01 second
 

XxShadyxX

I abused the rep system.
Reaction score
81
hm the remove from selection will work but what would the trigger look like?
Also i tried locust and now the creeps cant be attacked....
 

Draphoelix

It's not the wintercold that's killing me
Reaction score
132
Well. When a the player summon a creep or something, add the creep to a unit group. Then make

Code:
Every 0.05 seconds

Pick every unit in Group
  Loop
   Selection - Remove (Picked unit) from selection for Owner of (Picked Unit)
 

XxShadyxX

I abused the rep system.
Reaction score
81
BUmp

i'm still having the same problem. I need a way so you can not at all click your creeps.
I have it like the one above me but you can still by clicking and dragging very fast you can control your creeps.

Help plz
 

DeathWing

New Member
Reaction score
3
Player selects a unit
Or - Any Conditions are true
Unit type of (selected unit) is Footman
Unit type of (selected unit) is Rifleman
Unit type of (selected unit) is Knight
Unit type of (selected ...
etc till all units are listen

Remove (selected unit) from selection for (triggering player)


Or somethin like that.
 

HydraRancher

Truth begins in lies
Reaction score
197
What a waste of time, didnt you read its a TD?

Player 1 (Red) selects a unit
(Triggering Unit) is a building equal to false
Unit type of (Triggering Unit) not equal to Builder
clear selection for (Triggering Player)
 

XxShadyxX

I abused the rep system.
Reaction score
81
Tried that.
Still too slow. You can still click your units. How do I stop being able to click them all together?
 

XxShadyxX

I abused the rep system.
Reaction score
81
BUmp

Still have not found a way to not be able to select the creeps at all. Any Help please?
 

Sneakster

Active Member
Reaction score
24
Locust is easiest, but make it so when they are selected you add locust and when they are unselected remove locust...I'm not sure...
 

XxShadyxX

I abused the rep system.
Reaction score
81
Hmm That is a great Idea. Thank you +rep.
But I see one flaw. What if a player finds this out? Then they will mass click the unit so the towers cant attack it.
 

Dameon

"All the power in the world resides in the eyes"
Reaction score
127
Are you useing NP, NH, NV, NE? If not you can give them control of the units, just adjust there alliances on MI useing the player propertys.

Trigger:
  • Untitled Trigger 001
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Player - Make Neutral Victim treat (Picked player) as an Enemy
          • Player - Make Neutral Extra treat (Picked player) as an Enemy
          • Player - Make Neutral Victim treat (Picked player) as an Enemy
          • Player - Make (Picked player) treat Neutral Victim as an Enemy
          • Player - Make (Picked player) treat Neutral Extra as an Enemy
          • Player - Make (Picked player) treat Neutral Passive as an Enemy
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked player) is an ally of Player 1 (Red)) Equal to True
            • Then - Actions
              • Player - Make Neutral Hostile treat (Picked player) as an Ally with shared vision
              • Player - Make (Picked player) treat Neutral Hostile as an Ally with shared vision
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked player) is an ally of Player 4 (Purple)) Equal to True
            • Then - Actions
              • Player - Make Neutral Victim treat (Picked player) as an Ally with shared vision
              • Player - Make (Picked player) treat Neutral Victim as an Ally with shared vision
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked player) is an ally of Player 7 (Green)) Equal to True
            • Then - Actions
              • Player - Make Neutral Extra treat (Picked player) as an Ally with shared vision
              • Player - Make (Picked player) treat Neutral Extra as an Ally with shared vision
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked player) is an ally of Player 10 (Light Blue)) Equal to True
            • Then - Actions
              • Player - Make Neutral Passive treat (Picked player) as an Ally with shared vision
              • Player - Make (Picked player) treat Neutral Passive as an Ally with shared vision
            • Else - Actions
 
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