K, I know I should know this but I don't. I haven't worked on my map for a while. I need to know how to make a unit controlled by a human just like freeze. Just have a trigger constantly ordering the unit to stop with hyper triggers so it doesn't move at all.
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Constantly order it to move to itself, or constantly move it somewhere it cannot go (locations outside the map work best) Also, if you are trying to stop a human from moving it, sometimes they can still manage to make it wiggle, so I like to constantly give it to another player then give it back, so they lose control of it.
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Question: Is there any way to make a group of units not only stop moving but stop firing? Transferring control is not an option since they may be from multiple owners. Basically I want to have a special known as 'roar' or something that disables all units of a certain type, regardless of owner, ina small radius.
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Then you can also do what Falkoner said: Constanly order 1 or multiple units to move to a location on black/null terrain. If you want it to be completely fool proof then also constantly swap their owner. You do need hypertriggers for this to work.
Like this:
-
Conditions- Move all units at 'Roar' to 'Location Stop'
- Preserve Trigger
Or:
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Conditions- Move all units at 'Roar' to 'Location Stop'
- Give all units owned by player 'Player' at 'Roar' to 'Player 8'
- Give all units owned by player 'Player 8' at 'Roar' to 'Player'
- Preserve Trigger
The end location ("location stop") must be a location on black/null terrain. You can place that type of terrain in editors like ScmDraft2 or Starforge. Because the computer can not move the units to that location it will only temporarily stop the unit. With hypertriggers you will try to move then 8-12 times each second, result: unit is practically frozen.
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Nope, there is no way to stop them from attacking and sit still that I know of, you can only really make them sit still. You can make units around them allies if you want..
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I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
Maybe you can add ordering after the freezing teleport try. Many units which take a few frames to shot couldn't attack then.
Pls note that the "frozen" units may not get hit by most units as long as they are "frozen".
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Rofl, "roar"? Lion king map?
This should work:
<freezed players>
Conditions:<freeze active at 'Loc A'>
Actions:Give All [men] at 'Loc A' owned by Current Player to P12
{
Center Location '1x1 pixel' on [men] owned by P12
Give 1 [men] owned by P12 at '1x1 pixel' to Current Player
Order all [men] owned by Current Player at '1x1 pixel' move to '1x1 pixel'}
Give all [men] owned by P12 at 'loc A' to Current Player
Preserve Trigger
Repeat the actions in {
brackets} as many times as you want the spell to freeze a unit. For every repeat the spell can freeze one more unit per player.
The units will always be given back to the correct player and there's no teleport action that would keep other units from hitting the freezed units. The player will not even be able to execute a manual attack because of constant deselecting.
Post has been edited 1 time(s), last time on Apr 3 2008, 8:00 pm by NudeRaider.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
*DELETE POST*
np, maybe my phrasing wasn't very clear. I hope it's better now.
Post has been edited 1 time(s), last time on Apr 3 2008, 8:02 pm by NudeRaider.
Uhm pls don't tweak my triggers, you just ruined them... O.o
a) I think you ignored that the green part is supposed to be repeated a lot of times. Namely as many times as units should get frozen. If you need more than 20 units (=60 actions) per player you would need a switch or death counter that starts another trigger with another 64 actions.
b) It works for as many players as you want because every player is executed one after another and my trigger refers to current player
c) With you solution the player completely loses command of his units for several trigger loops. That means a lose condition "commands at most 0 units" would make you lose if you have all of your units frozen. There could be any number of other side effects.
Actually, you are completely right
. I kinda misread your trigger. Stupid me.
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If you don't mind it being on a timer I got a trigger from a map I gave up on since it was giving bug after bug.
Fritfrat(U) and shadow rune would be the ones to thank though.
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Use a location outside the map, it creates no lag if you do it to lots of units.
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Well, I need to make a unit that is getting attacked stop from unburrowing. I'm making a burrowed drone get attacked by lurkers and I don't want the drone to unburrow and run away.
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I believe player 12 will not run away
Otherwise I know no other method.
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Ok, there are a maximum of FIVE different players units that need to be disabled. Here is the situation
Its in a Heaven's Last Stand map, which is going to have a hero special edition put out soon. One of the heroes, mammon, is a super badass ultra. Basically, you have your heroes, and your ELITES (gols, goons, lots, and vults). When he does his special, I need all of the good ELITES near him to be immobilized for x time, then under proper working order. There are 5 good armies, each of which can control these units. This means several things:
They can't move
They can't shoot
They must AT THE END be placed back under proper control. As in, good army 1 needs its elites back, good army 2 its original elites, etc.
Would this be possible by doing the trading control of units to player 12, but only one army at a time? For example, immobilize good army 1, return good army 2, return, all hypertriggered of course? This would mean 5 times slower of a cycle, but I'm not expecting the players to be intensely focused on microing these units anyways. Theres a whole map to defend @_@
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Look for the I am Legend {Run} map to try to get the triggers, it displays what you want.
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There's no need to 'slow the cycle' if you use death counts?
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I believe player 12 will not run away
Otherwise I know no other method.
If I have a player 12, how do I get the computer to attack the player 12 drone.
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We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
@black: Former alliances are retained when giving to P12. So give it to one of the Computer's enemies, then give it to P12.
@Jozrael: This is exactly what I described in post #7. Any reason why it should not work?
Do you really need a lasting give to a neutral player? Why is the deselect not enough? It DOES immobilize and prevent shooting, and doesn't make unhittable.
When you really need it to give from FIVE players for longer than 1 trigger loop, you would need 5 Neutral Players (P9-P12, + one of P1-8 manually set to neutral). If you don't have that extra neutral player it will be literally impossible to freeze more than a few units and give them back to their correct owner.
Post has been edited 1 time(s), last time on Apr 4 2008, 8:26 am by NudeRaider.