Immobile unit who can attack

ThySpektre

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How do I make a unit who cannot move but CAN attack out of a normal unit via triggers?

Pause causes the unit not to be able to attack and setting movement speed to 0 slows the unit way down , but does not make it immobile (seems to have a lower limit)

On another note, I am getting tons of PHP errors trying to use the forums. Is the site having bandwidth issues?

ThySpektre
 
Try making the unit a building, and taking off the shadow and ground texture. Base it off of a night elf building and take off Unroot.
 
Thanks...the unit actually IS a building that ia have had to turn into a unit so I can make it fly.

I need to make an immobile unit who can attack via triggers only.

ThySpektre
 
In Object editor, add Ward classification to the unit
This way it can't move nor patrol nor attack-move (using the W3 UI)
Set all movement speeds (maximum/minimum/current) to 0.
This way disables all movement for the unit.

But if you give it a good long ranged attack, it would fire the enemy units.
Add some missile art special effects and you're done.

No need for triggers ;)
 
Hmm, I added ward to its classification and it moves around just fine...

I cannot set the movement speeds to 0 in the object editor as that stops the unit from changing its height, thus, the need to do this in triggers.

???
 
Sorry, I forgot you've tried it
(Reading too much post at the same time)

I hope this can help you
Code:
Immobilize units
    Events
        Unit - A unit Is issued an order targeting a point
    Conditions
        (Unit-type of (Ordered unit)) Equal to <Your building-type>
        (Issued order) Equal to (Move To)
    Actions
        Unit - Order (Ordered unit) to (Stop)
It's the only thing I can think at this moment to prevent your unit to move
I didn't test it, I'm not in WE right now
 
The chastising wasn't for YOU xPHEre.

The closest I have gotten is to set the movement speeds (min/max/base) (there is no "current") to 1. This makes it move very slowly...but it still moves. If I set it to 0, it will nto respond to animation events.

I will try your trigger now.

ThySpektre
 
That trigger did not work, although I don't know why not. Maybe the delay in executing it?

I tried to change the unit back to a building after my flight was done but that made it not threadsafe. (If two buildings got moved at the same time, it isn't keeping track of which one to turn back 100%)

I think I will put this on the back burner. With the depth of the editor, I find it hard to beleive there is no way to make a unit immobile.

If anyone has any ideas again here are teh parameters of what I am lookng for:

1. The unit must be able to fly. (It is originally a building)
2. Through a trigger the unit must become immobile. (cannot set movement speed in Object editor to zero or it cannot fly. Setting movement speed to zero via trigers slows but does not stop the unit)

ThySpektre
 
ThySpektre said:
With the depth of the editor, I find it hard to beleive there is no way to make a unit immobile.
You'd be surprised how annoying the game can get about hard-coded things.
 
Hmm, new way of looking at it...

Can pathing blocks be places at game time via triggers? If so, I could surround my unit with pathing blocks.

ThySpektre
 
Did you try setting the field "Movement - Type:" to "None" ?

dArKz
 
Since I cannot make the unit immobile, I can surround it with pathing blocks so it cannot move.

As per the original post, Setting the Movement Type to None precludes changing its height.

ThySpektre
 
Set the movement speed to -1. You'll have to Ctrl+Shift+Enter to enter negative though.

//edit: and Minimum speed to -1 too.
 
Try the following:

-Set the minimum movement speed to -1.
-Cast a freezing breath without art on it that lasts forever.
-Pause the unit.
 
When a unit is paused, it can't do anything else, either.

If you go the ability route, use Ensnare instead — it can't be dispelled. Of course, both will show an icon in the Status area.
 
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