Snippet SetUnitSelection

Troll-Brain

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JASS:
library SetUnitSelection initializer init

// save your map, leave it, reopen it and then comment the line below
//! external ObjectMerger w3a AOre Ires anam "Dummy Instant Ressurect Ability" achd 0 Ore1 1 0 aeat "" aher 0 aeff 1 ""


function SetUnitSelection takes unit u , boolean leftButtonOfMouse , boolean dragSelection returns boolean
    if not leftButtonOfMouse and not dragSelection then
    
        call UnitAddAbility(u,'Aloc')
        
        if UnitRemoveAbility(u,'Aloc') then
            call SetUnitPathing(u,true) // or the unit doesn't follow anymore theses pathing rules (can go trought any terrain)
            return true
        endif
        
        return false
        
    elseif not leftButtonOfMouse and dragSelection then
    
        call UnitAddAbility(u,'Aloc')
        
        if UnitRemoveAbility(u,'Aloc') then
            call ShowUnit(u,false)
            call ShowUnit(u,true)
            return true
        endif
        
        return false
        
    elseif leftButtonOfMouse and not dragSelection then
        // I can't figure a way yet.
        // It can be done if you deactivate the drag selection for the players.
        // But it will affect all units ofc.
        return false
        
    elseif leftButtonOfMouse and dragSelection then
        // A morph ability , hide/unhide the unit doesn't seems to help here.
        // I've found only one way, kill and ressurect the unit.
        // An unit which has never get the ability 'Aloc', is already totally selectable.
        // This stuff is for units which had already get the ability 'Aloc'.
        // Even if the unit hasn't it anymore you must do that, or the unit won't be
        // selectable with the left boutton of the mouse.
        call UnitAddAbility(u,'Ires')
        call KillUnit(u)
        if UnitRemoveAbility(u,&#039;Ires&#039;) then // yes this ability is damn instant <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite9" alt=":eek:" title="Eek!    :eek:" loading="lazy" data-shortname=":eek:" />
            return true
        endif
        
    endif
    return false
endfunction

private function init takes nothing returns nothing

endfunction

endlibrary


First, it is not finished, i know it can fail if you hide/unhide units.
I would need to keep the track of units and create a custom ShowUnit function, and use a remove detection for avoid leaks, but i will do it after, that's not a problem.

I just want some feedbacks and if you know some better ways.
 

Andrewgosu

The Silent Pandaren Helper
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What is this supposed to do?

You cannot add/remove locust successfully - it has side-effects.
 

Troll-Brain

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What is this supposed to do?

You cannot add/remove locust successfully - it has side-effects.

That's exactly the point.

I use 'Aloc' to get these effects.
It's just to allow or not an unit to be selected with a drag selection and a left click of mouse.
 

Troll-Brain

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darkwulfv from wc3.net said:
MakeUnitSelectable would give a better idea of the script then SetUnitSelection.

I may be wrong, but don't units who have locust added + removed lose their life bars? And is there a way to undo this trigger, should someone want to? That's an important piece that should be added.

You're right, and there is an other side effect that i've forgotten, if an unit can't be selected with a left click, then she can't be targeted by a player, i mean if an enemy see this unit in his range attack, it will attack the unit but the player can't right click on it.
But ofc you can do it with a trigger action.

Meh, just forget it and graveyard this ...
 

Troll-Brain

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Looked like there was some clever stuff in here.
Thx.

More comments before the graveyard, maybe in some special cases it could be useful for some ones.


JASS:
call UnitAddAbility(&lt;unit&gt;,&#039;Aloc&#039;)        
if UnitRemoveAbility(&lt;unit&gt;,&#039;Aloc&#039;) then
   call SetUnitPathing(&lt;unit&gt;,true) // or the unit doesn&#039;t really follow theses pathing rules (can go trough any terrain sometimes)
endif


Side effects :

- the health bar above the unit is not displayed
- the unit has 0 collision, and even if you use SetUnitPathing(<unit>,true) it just fix an other side effect written below :
- sometimes the unit doesn't follow theses pathing rules, the unit can go through a terrain which is normally impossible for it.
- you can't select it with the mouse (left click or drag selection)
- you can't select it with a player selection action
- in fact you can't simply select it at all

Maybe it would be useful for a TD or a such game, dunno, or simply totally useless :D

JASS:
call UnitAddAbility(u,&#039;Aloc&#039;)
        
if UnitRemoveAbility(u,&#039;Aloc&#039;) then
   call ShowUnit(u,false)
   call ShowUnit(u,true)
endif


Side effects :

- you can't select it with the left mouse key
- you can't target it with the left mouse or right key (attack / smart)

And finally the only way to get rid of all 'Aloc' side effects is to kill/resurrect the unit.
Note that if you use the ability like the object merger compile it in the first thread, the event UNIT_DEATH won't fire, and the unit will be killed/resurrected truly instantly.
But ofc there are other side effects as you can imagine, unit deselection, spell and in general current orders abort, and so one ...
Also you have to care about unit's life, because it will get full hp after resurrecting (the ability doesn't handle that, have fun to find an other one)

But if you use a life state event, the event will fire if the unit had more hp than the limit registered in your event.

Note that i perfectly now it will fail if you hide/unhide the unit, it can be managed with customs functions, but i won't do that myself, due to the many side effects, and maybe there are other which i didn't saw.
 
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