Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: how to make a unit who ....
how to make a unit who ....
Jan 2 2010, 8:42 pm
By: melnikov  

Jan 2 2010, 8:42 pm melnikov Post #1



hi. i need help. i want to make a clickable unit but this unit have not to attack and move and be unattackable.do u have idea?



None.

Jan 2 2010, 8:48 pm Biophysicist Post #2



I can barely understand you. Why would you want an immobile non-attacking invulnerable unit? To act as a label or something? If so, try a power-up.



None.

Jan 2 2010, 9:02 pm Kenshin23 Post #3



Hi! I have Ideas:
- always ally to everyone, so it's never able to attack
- always move the unit to unwalkable terrain, so it can't attack and move

Post has been edited 1 time(s), last time on Jan 2 2010, 10:24 pm by NudeRaider. Reason: play nice or don't post



None.

Jan 2 2010, 9:06 pm Biophysicist Post #4



Or you could just put a sprite of the unit with a powerup under it.



None.

Jan 2 2010, 11:18 pm rockz Post #5

ᴄʜᴇᴇsᴇ ɪᴛ!

Invincible player 12 unit.

I need more information (and hopefully with better spelling and grammar) to be able to assist you any further.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jan 2 2010, 11:31 pm Jesusfreak Post #6



Hmm, well...

You could use a powerup under a sprite (or just a powerup), like someone already suggested, and if you disable it, worker units won't be able to pick it up.

Or depending on the unit, you can just disable it and detect it, not only will it be immobile and non-attacking, it'll have a cool animation. Of course, they'd be cloaked... maybe I'll just save that idea for making haunted ghost statues or something...

Or you could just go with the obvious route and make an invincible P12 unit XD. Why wouldn't that work?



None.

Jan 2 2010, 11:55 pm O)FaRTy1billion[MM] Post #7

👻 👾 👽 💪

Quote from melnikov
hi. i need help. i want to make a clickable unit but this unit have not to attack and move and be unattackable.do u have idea?
You can constantly move the unit to an invalid location (or off the map) while ordering it. Enemy units will still try to target it, so to make it fully unattackable just make it invincible.

With hypers:
Quote
- Move all unit for Current Player at 'X' to 'Invalid'. (Makes the unit(s) ignore orders from the player and prevents it from walking.)
- Issue order to all unit owned by Current Player at 'Anywhere': Move to 'Anywhere'. (Makes the unit(s) ignore idle AIs--like attacking nearby enemy units. The units wont walk because the previous action prevents it.)
- Preserve trigger.


Post has been edited 5 time(s), last time on Jan 3 2010, 12:09 am by FaRTy1billion.



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Jan 4 2010, 12:39 am DavidJCobb Post #8



He could've meant a mobile unit that can't attack or be damaged -- he said "have not to attack and move" instead of "have not to attack or move", but since the entire post was grammatically mangled...

If he was referring to an invulnerable, passive, mobile unit, then the best solutions would be...
  • Zerg Overlord
  • Yggdrasill (Overlord)
  • Terran Dropship
  • Terran Medic
  • Terran Civilian
  • Protoss Observer
  • Protoss Shuttle
  • Critters (Scantid, Kakaru, etc.)

Of course, some immobile units that could be used (and haven't been suggested):
  • Neutral>Resources>Mineral Chunk
  • Neutral>Resources>Vespene Orb
  • Neutral>Resources>Vespene Sac
  • Neutral>Resources>Vespene Tank
  • Undefined>Independent>Independent Starport


Post has been edited 1 time(s), last time on Jan 4 2010, 12:39 am by DavidJCobb. Reason: BBCode typo.



None.

Jan 8 2010, 10:02 pm ImagoDeo Post #9



Quote from DavidJCobb
He could've meant a mobile unit that can't attack or be damaged -- he said "have not to attack and move" instead of "have not to attack or move", but since the entire post was grammatically mangled...

If he was referring to an invulnerable, passive, mobile unit, then the best solutions would be...
  • Zerg Overlord
  • Yggdrasill (Overlord)
  • Terran Dropship
  • Terran Medic
  • Terran Civilian
  • Protoss Observer
  • Protoss Shuttle
  • Critters (Scantid, Kakaru, etc.)

Of course, some immobile units that could be used (and haven't been suggested):
  • Neutral>Resources>Mineral Chunk
  • Neutral>Resources>Vespene Orb
  • Neutral>Resources>Vespene Sac
  • Neutral>Resources>Vespene Tank
  • Undefined>Independent>Independent Starport

Your second list has to be preplaced, however.

Take note - the method of constantly moving a unit to an unwalkable location only works with ground units. There are a lot of pros to it, though.



None.

Jan 8 2010, 11:44 pm Apos Post #10

I order you to forgive yourself!

Quote from DavidJCobb
Take note - the method of constantly moving a unit to an unwalkable location only works with ground units. There are a lot of pros to it, though.

It works also for air units if you disable lifted Terran barracks at the location they are moved to.




Jan 9 2010, 3:32 am rockz Post #11

ᴄʜᴇᴇsᴇ ɪᴛ!

you can move any unit to a location off the map for the "unwalkable" and "unflyable effect".



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jan 9 2010, 4:20 am Apos Post #12

I order you to forgive yourself!

The only thing with air is that some units can still move but really slowly. Take the corsair for example it will look like it's floating.




Jan 9 2010, 5:00 am rockz Post #13

ᴄʜᴇᴇsᴇ ɪᴛ!

that's usually due to turn radius/acceleration. IDK what that is, but I do know those with low accel won't move. Carriers can move if you order them more than 90 degrees from where they're facing.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

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