selection like "ward clasification"

pongpong

Member
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9
Hi,
how can i make a normal unit with selection behavior like "ward"?
(it means the unit are not selected when u drag select)

if i tick unit classification as ward, it cannot move or cast spell

any other idea?
 
The first idea that popped into mind was giving it the locust ability. But then you cant control it either.

If its only ONE unit or ONE type of unit in you map you can trigger it without any trouble.

Event: Player X selects a unit
Conditions: Unit/unit type equal to "your unit"
Action: Remove unit from selection from player X
 
You could de-select the unit whenever it gets selected.
Trigger:
  • Deselection
    • Events
      • Player - Player 1 (Red) Selects a unit
    • Conditions
    • Actions
      • Set TempUnitGroup = (Units currently selected by (Triggering player))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in TempUnitGroup) Greater than 1
          • (YourUnit is selected by (Triggering player)) Equal to True
        • Then - Actions
          • Selection - Remove YourUnit from selection for (Triggering player)
        • Else - Actions
      • Custom script: call DestroyGroup (udg_TempUnitGroup)
 
So, basically you're asking for the unit to actually behave as though it's a ward class unit, but still have the move/attack/stand/hold position/patrol and skill buttons available? There isn't really a good solution for that. To have it actually behave as though it has ward-type selection, you would have to factor in three problematic cases.

The first problem would be if you select multiple units of that unit-type, but no units of any other unit-type. You would want to be able to select multiple units of your unit-type, even by box-selecting, if there are no other units to select.

The second problem would be if you box-select (by clicking and dragging) at least one unit of your designated unit-type, and more than twelve units of any other unit-type. You would want the selected group to be a full group of twelve units, which means you would not only have to remove at least one unit from the group, but replace it with another one that fits the criteria of both having been within the selection box and being of a different unit-type

The third would be how to differentiate between box-selecting and shift-clicking each unit to add to the group (or shift-doubleclicking to add multiple units of that type). You still want to be able to add units of that unit-type to the group if you're shift-clicking, as long as the group isn't full.

The most feasible solution I could think of, rather than trying to trigger it, would be to change the "Stats - Is a building" to true. Selection for buildings behaves rather similarly to selection for wards. Unfortunately, that produces other undesirable behavior, such as your new building-units waking up sleeping creeps, having a larger aggro radius, and having strange-looking shadows.
 
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