How do you do it? I've changed its AI orders so that Right Click Action is Normal movement/no attack and so that it doesn't burrow. I've also given it the Move button.
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"And so that it doesnt burrow" Please explain what exactly you changed to do this.
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Changed idle actions to Guard from (Script) Spider Mine.
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Hmmm...Then Im not sure. I dunno if there is a hardcoded limitation on mines though.
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Mines can be made moveable, I've seen it in a mod before. I just can't remember which one it was
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I think Sickel had that, and I also think they just gave the model to some other unit
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The sickel unit is not a placed mine, its a scouting unit trained at a building. Like Praecipitator said, its not really an example of making spider mines movable.
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Well if it's hardcoded, that's alright- it isn't super important. But if it can be done I'd like to know how.
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PyMS and ProTRG developer
You could just change the EXE edit "Spidermines > Created Unit ID" in FireGaft to another unit that can move and give that unit the spider mine graphics.
You could just change the EXE edit "Spidermines > Created Unit ID" in FireGaft to another unit that can move and give that unit the spider mine graphics.
Quick question: Can you do that to Dweb, Dstorm, and/or Scanner Sweep?
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Quote from name:TassadarZeratul
You could just change the EXE edit "Spidermines > Created Unit ID" in FireGaft to another unit that can move and give that unit the spider mine graphics.
Quick question: Can you do that to Dweb, Dstorm, and/or Scanner Sweep?
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So the created ID exe edits dont work for abilities? Awww, I wanted to make some summoner dude that makes minions with Dswarm
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PyMS and ProTRG developer
Actually if you also change the Timer EXE edit for those spells to 0 then it might work.
Changing the AI orders to guard (normal), the attack one to attack unit (normal), the right click one to normal mov/normal attack will do.
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