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He'll spear your brains if you step out of line.
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Perhaps.... With hyper triggers you could repeat stop, attack to, stop attack to.... That way they wouldn't have time to run, but would be able to attack. Dragoons go to slow and wouldn't do anything though.
I don't know if this would cause them to seize up, or maybe move a little bit at a time. Or it might actually work. ![]() ![]() ![]() ![]() ![]() ![]() [quote=Felagund]The most dangerous weapon anyone can wield is self righteousness.[/quote]
I have a signature yay! |
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Write your own destiny, or else someone will write it for you!
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There is a trick for that. I'm not exactly sure about it but I will ask someone who has already done this in several maps. It's either something about disabling/enabling unit(s) (sprites) or its about TELEPORTING them to unwalkable terrain. Try to experiment with that until I found the solution. Order won't work since they will walk as far as they can until they hit the obstacle and will patrol in front of it. But they wont stand still. But here's a quick and dirty workaround: Place some (3-4 should be enough) dts for P12 around every of them. If placed correctly melee units will still be able to hit them. ![]() ![]() ![]() ![]() ![]() ![]() ![]() http://sonsofwar.pyrom.net/index.html___0% 100% |
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Master of 239.242 D1 Items
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This should work, I think. Units won't move but will attack. There is a trick for that. I'm not exactly sure about it but I will ask someone who has already done this in several maps. [...] ...its about TELEPORTING them to unwalkable terrain. Try to experiment with that until I found the solution. Moving, or better 'Teleporting' the units to unwalkable terrain (= an area where they cannot be teleported/moved to because of terrain or other units) will make the units nearly unhittable. But psi storms and zerglings can kill the units. If you want to have the units be attackable, you need a system which teleports them back to their position, if they move, or better, you have to block them like NudeRaider said. |
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I have an idea, as always.
Location A is 8x8, location B is 3x3 and there is a burrowed unit under each unit. Then just cycle through the burrowed units (give them to P11 when used and then move onto next one, and at end give them all back to P10) So, on each one you just move all in B to A, and with hyper triggers 100 or so units each unit will be put back every 16800 miliseconds (16 seconds). However, this isn't good enough. So, since there are seven burrowable units and one observer, you can have, instead of one type of unit between 100, one between 12 or 13. This means that they will move back every 2.1 seconds - a much better time. However, you will have to have sixteen locations. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |