I'd like to know if you can let a player control a unit's movement while the other one handles its abilities.
They shouldn't have access at all to the control of what they aren't assigned to (movement or abilities).
To be clear: 2 players controlled different aspects of 1 unit.
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You probably wouldn't be able to do this directly. You could use a dialog to let the 2nd player cast the spells but then I am not sure how targeting would work. I'll think about this some more and see if it can be improved.
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Tried fiddling with setting the unit movement to nothing, like remove all movement from the unit, but only leave abilities on him. Then assign triggers or WASD for the other player to move the unit. This way he wont actually "have" the unit in his control, but his actions will make it move. The player owning the unit wont be able to call those triggers, but he can still use the abilities.
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Tried fiddling with setting the unit movement to nothing, like remove all movement from the unit, but only leave abilities on him. Then assign triggers or WASD for the other player to move the unit. This way he wont actually "have" the unit in his control, but his actions will make it move. The player owning the unit wont be able to call those triggers, but he can still use the abilities.
Ah, I hadn't think of that one, but WASD lag.
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I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
I would make the unit only be able to move in the command card. -> The owner can only move without hacks.
For other things I would use a dummy unit that the other player controls. If some abilities are done or orders are set, a trigger copies the orders to the unit.
Another try would be to change the command card with triggers (catalog). But I don't know if that information are shared between players.
Atm, I would try out my second thought and maybe wait how Blizzard will fix that "warp in immortals"-exploit. Maybe they just will move the unused stuff into another archive, maybe they will check orders to be available in the command card, maybe they will fix it in a different way. But we can't know, if they will change something in that mechanics... so I would wait a few days (until mid of September)...
(maybe Blizzard waits to fix this to catch more cheaters [silent detection -> cheaters aren't banned instantly to catch much more instead of the first few cheaters... e.g. that's where punkbuster failed in most games in the past])
Another thought I had is to share the unit between both players and then use a player validator (similar to the stuff we did for the tint per player) on the abilities.
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Looks hardcore, and I do not need this concept anymore for my map.
Feel free to apply the thoughts that came out of this topic to your maps without thinking you are copying me.
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