is it possible to get unselectable units?

Red_drake

New Member
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is it possible to have units that are owned but not slectable/controllable (yet still targetable)
so, no locusting units, because they cant be targeted
(what happens if you add then remove locust, i know some effects bug and stay, but i dont know which)
i dont wanna use a neutral player because of bounty issues.

edit: and side question, is there a 'unit becomes selected' or 'player selects unit' event?
 

Accname

2D-Graphics enthusiast
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1,464
actually you can use a bug of the locust ability for this issue. it makes the unit unselectable but still targetable with rightclick or abilitys. the unit is still vulnerable and has collision.
i know some say you should add and remove locust, i dont know whether this way works out good.

i am doing it differently. i create a dummy unit with locust and add the chaos ability modified to transmorph my dummy to the unit i want it to be. this just works fine for the wanted effect.

i hope you manage how to do it otherwise i might upload a quick demo map if you encounter any problems.

good luck. accname.
 

Avaleirra

Is back. Probably.
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Set the unit type as "ward" then create triggers that dont allow players to control the units.

If you want the triggers just PM me :).

Good luck,
Avaleirra
 

Red_drake

New Member
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hmm
thinking about it now, i dont knwo why i didnt want neutral players cause of bounty issues... can someone explain that to me? :p i know ill think of it right as i hit the send button...

anywho! so adding and removing locus makes them unselectable but targetable? o.o

and making a unit a ward means it can still be issued left-click orders. so that doesnt work
 

Avaleirra

Is back. Probably.
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I have triggers that make it so that left-click orders won't work.


EDIT:
Trigger:
  • stoporder
    • Events
      • Unit - A unit Is issued an order targeting a point
      • Unit - A unit Is issued an order targeting an object
    • Conditions
      • (Issued order) Equal to (Order(smart))
    • Actions
      • Unit - Pause (Ordered unit)
      • Unit - Order (Ordered unit) to Stop
      • Unit - Unpause (Ordered unit)



EDIT2: you can just apply the conditions on which units you want. So you might wanna turn this off for heroes so add in conditions

triggering unit not equal to hero
 

Cloak_Master

Active Member
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1. Copy the unit you want to make unselectable and paste a new version of it into the object editor.
2. Add the ability Locust to the original unit (not the copy) in the object editor.
3. Edit the ability Chaos (Orc menu) so that it doesn't have upgrade requirements and so the unit converted to (new unit type) is the copy unit type. You will need to rename it so that you won't confuse it with other chaos abilities that do the same thing - each unit you want this trick to work on has to have a copy unit and its own Chaos ability.
4. When the unit enters the map (if it is pre-placed, you'll need to convert those individually - note you won't be able to pick every them from a region because of Locust) add the chaos ability to the unit to convert it into the copy. It should retain the inability to be selected, but otherwise will be a standard unit that you can order with triggers and it will attack enemy units on its own.

Minimum.
 

Rushhour

New Member
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two things:
1.Add the Ward classification (will remove all buttons like attack-patrol-move)
2.Make a trigger like said above to disable right-click movement:
A unit is issued a point
A unit is issued targeting an object

Condition: Issued Order equal to "smart" ==true

Unit-Pause unit
Unit-Order triggering unit to Stop
Unit-Unpause unit

I use this too, checking the "unit is selected" event doesn't work properly, since there is a short delay (but enough to do right cllicks or even moving with the buttons)
 

ertaboy356b

Old School Gamer
Reaction score
86
Try custom scripts:

Code:
call UnitAddAbility(udg_YourUnit,'Aloc')
call UnitRemoveAbility(udg_YourUnit,'Aloc')

Just change YourUnit into the variable of your unit.. If it's Triggering Unit, just replace udg_YourUnit with GetTriggerUnit()...

For example, you the unit is registered as Unit1 variable, change udg_YourUnit as udg_Unit1
 

Accname

2D-Graphics enthusiast
Reaction score
1,464
No need of triggers.
No need of classifications.
only warcraft III standart abilitys.

1. Download the attached demo map
2. Run Testgame
3. Test the preplaced farms whether this is the effect you want

How it works:
I used the normal footmen of the humans and gave him following abilitys.
a) Locust (Which makes him invulnerable, unselectable, untargetable and toggles collision off)
b) a custom Chaos ability to transmorph him into a farm

transmorphing this locust dummy unit now into a farm removes the invulnerablity makes it targetable again and gives back all collision though its still unselectable.
just check it out!
 

Red_drake

New Member
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and thats exactly what i want :D thanks guys! :)
the only problem is the lack of health bar... but thats changable if i hide and unhide the unit...
 

HydraRancher

Truth begins in lies
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197
and thats exactly what i want :D thanks guys! :)
the only problem is the lack of health bar... but thats changable if i hide and unhide the unit...

Set the selection scale (of your "farm") to -0.01 and you get no helath bar =D
 
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