how to make your units uncontrolable?

[DS]Rebel

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how to make your units uncontrolable? And why units stopped casting activated spells?

1. if you played Castle Fight, you will know what i mean.

basically, i want to make my spawning units uncontrolable. u know when you select your unit? and u can see buttons like Patrol, Attack, Hold position and stuff like that. So i want those button to disappear like in a map "Castle Fight". I also have a trigger which automatically spawns bought units and moves them to enemy base, i also want to make that a person cant move them around or stop them from reaching their point like in castle fight.

2. before changing something with teams and forces, druids automatically casted bloodlust on nearby, friendly fighting units. but when i changed that team to a computer (normal), they stopped casting activated skills like bloodlust or frost armor.


thank you.

p.s. im just a n00b so pls dont use jass or any other complicated crap. basic triggers pls. thx again:):thup:
 

komapatient

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A very basic trigger to do this would look like this:

Trigger:
  • Pause Unit
    • Events
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Units owned by Player 1 (Red)) and do (Actions)
        • Loop - Actions
          • Unit - Pause (Picked unit)


Choose your events and conditions and further include which units match to make them pause.

To unpause them simply replace 'Pause (Picked Unit)' with 'Unpause (Picked Unit)'.
 

simonake

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add them the Locust Ability, can't be selected, still vunerable and still can attack, cast spells, etc
 

[DS]Rebel

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A very basic trigger to do this would look like this:

Trigger:
  • Pause Unit
    • Events
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Units owned by Player 1 (Red)) and do (Actions)
        • Loop - Actions
          • Unit - Pause (Picked unit)


Choose your events and conditions and further include which units match to make them pause.

To unpause them simply replace 'Pause (Picked Unit)' with 'Unpause (Picked Unit)'.

how do u make a "loop action"
 

simonake

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It come with the trigger. There's two Pick every.. one end with Action
and the other, multiple actions, choose multiple actions
 

[DS]Rebel

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i have tried adding a locust ability but that makes them unselectable and enemy just ignores them. this means that i cant buff/stun/heal that unit with locust ability.
 

SpaceBar

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Who owns the units? Try changing them to the cities. Why would you want to control the spawns?
 

[DS]Rebel

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when i made this trigger, spawned units dont attack the enemy base and u can control them.

Code:
Untitled Trigger 001
    Events
        Unit - A unit Is issued an order targeting a point
    Conditions
        ((Triggering unit) is Able to attack ground units) Equal to True
    Actions
        Unit Group - Pick every unit in (Units owned by Player 1 (Red)) and do (Actions)
            Loop - Actions
                Unit - Pause (Ordered unit)

confused.
 

SpaceBar

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Change "Ordered unit" to "Picked unit"

It even says so, If it's "Pick every unit" or "Pick every player etc.." you always use "Picked unit or Picked Player"
 

bOb666777

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.....Did you even look at Fabioz's post? It says it all...

First, give every unit you don't want controllable the classification "Ward"
Then, add this trigger:
Trigger:
  • PreventControl
    • Events
      • Unit - A unit is issued an order targetting a point
      • Unit - A unit is issued an order targetting an object
    • Conditions
      • (Issued order) Equal to (Order(smart))
    • Actions
      • Unit - Pause (Ordered unit)
      • Unit - Order (Ordered unit) to Stop
      • Unit - Unpause (Ordered unit)


If there are any unit you want to be controllable, add this to conditions:
Trigger:
  • And - All Conditions are true
    • Unit-Type of (Ordered Unit) Not Equal to Peasant
    • Unit-Type of (Ordered Unit) Not Equal to Peon
    • Unit-Type of (Ordered Unit) Not Equal to Acolyte
    • Unit-Type of (Ordered Unit) Not Equal to Wisp


Then change the Peasant/Peon/Acolyte/Wisp to whatever unit you want to be controllable
 

[DS]Rebel

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Code:
Untitled Trigger 001
    Events
        Unit - A unit Is issued an order targeting a point
    Conditions
        ((Triggering unit) is Able to attack ground units) Equal to True
    Actions
        Unit Group - Pick every unit in (Units owned by Player 1 (Red)) and do (Actions)
            Loop - Actions
                Unit - Pause (Picked unit)

now, you cannot control the unit but the unit doesn't attack the enemy base when bought even thought when the unit is forced to Patrol-to enemy base by a different trigger.
 

[DS]Rebel

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.....Did you even look at Fabioz's post? It says it all...

First, give every unit you don't want controllable the classification "Ward"
Then, add this trigger:
Trigger:
  • PreventControl
    • Events
      • Unit - A unit is issued an order targetting a point
      • Unit - A unit is issued an order targetting an object
    • Conditions
      • (Issued order) Equal to (Order(smart))
    • Actions
      • Unit - Pause (Ordered unit)
      • Unit - Order (Ordered unit) to Stop
      • Unit - Unpause (Ordered unit)


If there are any unit you want to be controllable, add this to conditions:
Trigger:
  • And - All Conditions are true
    • Unit-Type of (Ordered Unit) Not Equal to Peasant
    • Unit-Type of (Ordered Unit) Not Equal to Peon
    • Unit-Type of (Ordered Unit) Not Equal to Acolyte
    • Unit-Type of (Ordered Unit) Not Equal to Wisp


Then change the Peasant/Peon/Acolyte/Wisp to whatever unit you want to be controllable

i did and i didnt understand it. what is smart? is it a variable or something?
 

bOb666777

Stand against the ugly world domination face!
Reaction score
117
smart is just a string you enter
just write smart when it asks for the order to be compared.
 

[DS]Rebel

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you can still move the unit...

this trigger spawns bought mercenaries:
Code:
Bought Mercenaries
    Events
        Unit - A unit Sells a unit
    Conditions
        And - All (Conditions) are true
            Conditions
                ((Sold unit) belongs to an ally of Player 1 (Red)) Equal to True
                ((Sold unit) belongs to an ally of Player 2 (Blue)) Equal to True
    Actions
        Unit - Remove (Sold unit) from the game
        Unit - Create 1 (Unit-type of (Sold unit)) for (Owner of (Sold unit)) at (Center of Human Top <gen>) facing Default building facing degrees
        Unit - Create 1 (Unit-type of (Sold unit)) for (Owner of (Sold unit)) at (Center of Human Bottom <gen>) facing Default building facing degrees

this trigger forces spawned mercenaries to attack enemy base:
Code:
Move Units Top
    Events
        Unit - A unit enters Human Top <gen>
    Conditions
        And - All (Conditions) are true
            Conditions
                ((Entering unit) belongs to an ally of Player 1 (Red)) Equal to True
    Actions
        Unit - Order (Entering unit) to Patrol To (Center of Demon Top <gen>)

and this trigger should make those spawned mercenaries uncontrolable:

Code:
Untitled Trigger 002
    Events
        Unit - A unit Is issued an order targeting an object
        Unit - A unit Is issued an order targeting a point
    Conditions
        (Issued order) Equal to (Order(smart))
        (Unit-type of (Ordered unit)) Not equal to Priest
        (Unit-type of (Ordered unit)) Not equal to Necromancer
    Actions
        Unit - Pause (Ordered unit)
        Unit - Order (Ordered unit) to Stop
        Unit - Unpause (Ordered unit)
but when i try to move the attacking unit, it just stops.
 
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