Making unit uncommandable, but still selectable

D

digitaltsai

Guest
I have seen in a map (Castle Fight) where the units that your buildings train becomes uncommandable and move to the other side to kill the enemy. You are able to select the unit, but cannot issue any orders to it. The unit is still yours, since the selection circle is still green. Does anyone have any idea how to do this?

Thanks,
Digi
 
Reaction score
65
Try adding the unit the "ward" classification. Then add a trigger that does the following:
Code:
E: Unit - A unit Is issued an order targeting an object
Unit - A unit Is issued an order targeting a point
C: (Issued order) Equal to (Order(smart))
A: Unit - Order (Triggering unit) to stop
This trigger can be improved, but I think you'll get the point.
 

Andrewgosu

The Silent Pandaren Helper
Reaction score
716
No need for the trigger, if You add the "Ward" classification. This will remove all command buttons,
but the unit is still selectable and You are able to order it to move, using triggers.
 
Reaction score
65
If the unit has the ward classification it can be ordered by using the right mouse button. The orders given with the right mouse button are considered "smart", so that's why I used the trigger.
 

Andrewgosu

The Silent Pandaren Helper
Reaction score
716
...Never knew this before, but this does not actually work. Just tested it.

Code:
Order Stop
    Events
        Unit - A unit Is issued an order targeting an object
        Unit - A unit Is issued an order targeting a point
    Conditions
        (Current order of (Triggering unit)) Equal to (Order(smart))
        //(Issued order) Equal to (Order(smart))
    Actions
        Unit - Order (Triggering unit) to Stop

I am guessing the unit cannot be ordered to stop, because "Ward" classification removes the command buttons.

But, you can pause and unpause the unit.

Code:
Order Pause
    Events
        Unit - A unit Is issued an order targeting an object
        Unit - A unit Is issued an order targeting a point
    Conditions
        (Current order of (Triggering unit)) Equal to (Order(smart))
        //(Issued order) Equal to (Order(smart))
    Actions
        Unit - Pause (Triggering unit)
        Unit - Unpause (Triggering unit)
 

Andrewgosu

The Silent Pandaren Helper
Reaction score
716
Well, I personally wouldn't play a map, where I can command a huge army, but each unit can only make 1 click before being paused forever.
 

Sirroelivan

Gunnerkrigg Court
Reaction score
95
I think adding ward is enough, because earlier, I was making a custom unit; a serpent ward that could move and the unit couldn't move, even by right-clicking, because i forgot to remove the ward classification
 
D

digitaltsai

Guest
Thanks for the info. It does seem like wards can still move. I'll have to find a way to make it so that the unit resumes its original order before it was told to move by right clicking.
 

Potatisbil

New Member
Reaction score
6
Im not extremely good at triggers but...

Code:
Event
Every 0.25 seconds

Conditions
N/A

Action
Unit group - order all units of type <Something here> matching (not equal to the units that should be controllable, and belongs to an enemy of <the other sides team>) to move into the center of <region>

Note that i haven't used WE in some time now, and that i dont have it up atm. :)

//Potatisbil
 
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