If human player (p1 for example) start mutation to guardian\devo - how to force cpu to cancel this mutation for p1?
And how to force cpu to cancel building processes like "mutation to hatchery" and so on?
Post has been edited 1 time(s), last time on Aug 25 2009, 3:41 pm by theleo_ua.
None.

SDE, BWAPI owner, hacker.
To force a CPU to cancel zerg buildings, it must be attacked and at low hp.
The CPU will not cancel morphing of mutalisks.
You can use a work-around, maybe something like removing and creating a new mutalisk at that same location?
---Edit----
If I recall Correctly, a version of Storm The Fort has mutalisks to activate "Entering a Vehicle". You mutate into a guardian, and it changes back into a mutalisk some how. I looked through all of my versions, and I don't have the updated version. I probably never got it back since my last reformat. This allows the player's selection on the Mutalisk/Guardian to stay retained on the unit. I'm not entirely sure how it works.
Then again, I may be completely wrong, and it just removes the Guardian/Cocoon and Creates a new Mutalisk in it's place.
Post has been edited 2 time(s), last time on Aug 25 2009, 3:24 pm by Pyro682.
None.
You can use a work-around, maybe something like removing and creating a new mutalisk at that same location?
This clears selection (player will need to select created mutalisk again).
I probably never got it back since my last reformat.
If you will find this map - share it please:)
None.
You can use a work-around, maybe something like removing and creating a new mutalisk at that same location?
---Edit----
If I recall Correctly, a version of Storm The Fort has mutalisks to activate "Entering a Vehicle". You mutate into a guardian, and it changes back into a mutalisk some how. I looked through all of my versions, and I don't have the updated version. I probably never got it back since my last reformat. This allows the player's selection on the Mutalisk/Guardian to stay retained on the unit. I'm not entirely sure how it works.
Then again, I may be completely wrong, and it just removes the Guardian/Cocoon and Creates a new Mutalisk in it's place.
It's just a really long build time for the mutation. Then if it hits guardian it will probably remove the unit and make a new mutalisk or Cocoon.
None.