| 05-20-2008, 06:31 AM | #1 |
Ever since I made Card Shuffle, I have wondered if there was a way to make units owned by a player 100% uncontrollable (since Card Shuffle failed in this attempt). For a long time, I thought it was impossible, however, there is a map I have been playing recently called Castle Fight. Any order you attempt to give the units produced from buildings is 100% ignored, and abilities/controls of those unit's are not visible as well. (So if the unit's are not 100% uncontrollable, they might as well be.) Does anyone know how to do this?! I have looked through many forums, and while some methods are close, they just don't accomplish the cleanness and seeming purity of Castle Fight. I'd love any help I can get to learn this secret. (And I don't think the "Independent Summons" post accomplishes this task at all, so please don't bother linking it. The units still wabble when you "smart" them.) |
| 05-20-2008, 06:46 AM | #2 |
Try giving the units the "ward" classification? The only other thing I can think of is that the units really aren't owned by the player at all and it just looks like they are through some UI manipulation. Who is the maker of Castle Fight? Maybe you can contact him and find out what he did. |
| 05-20-2008, 06:50 AM | #3 |
I also think he has some form of order block. I.e. if a unit is issued an order, instead order it to attack move to destination. But yea as Pyro said, ward classification should remove all the buttons. |
| 05-20-2008, 06:55 AM | #4 |
Ward removes everything but the 'smart' command. So what it likely is, is a combination of 'ward' and some sort of command blocker. |
| 05-20-2008, 07:08 AM | #5 |
Well ok then, do you guys know what kind of unit control he could be using? Is it simply a re-order, or a pause manipulation? or better/different? |
| 05-20-2008, 07:49 AM | #6 |
He probably uses the Ward Classification and then does something like this: Trigger: |
| 05-20-2008, 10:02 AM | #7 |
ward removes icons, not orders itself you need to block smart order only, other orders cannot be given by players. |
| 05-20-2008, 10:08 AM | #8 | |
Quote:
Instead of having 2 triggers, just have the issue attack ground order in first one? (Don't order unit to stop, order him to resume) |
| 05-20-2008, 12:47 PM | #9 |
The way the map works is that it changes control of your unit over to a neutral computer, which then orders the unit to attack-move to the enemy base - essentially what you do in an AoS with the spawns. However, the creeps retain their color just because 'switch color' is set to false. |
| 05-20-2008, 02:34 PM | #10 |
In Castle Fights he doesn't change ownership thou, I can guarantee that. |
| 05-20-2008, 06:30 PM | #11 | |
Quote:
How? |
| 05-20-2008, 07:45 PM | #12 |
- You can order your units around, nobody else on your team can. (The order gets blocked thou). - You get bounty when you're units kill stuff, others don't. - You get your base is under attack msges, nobody else does. He's simply gave ward classification & whenever you order a smart move, overrides the order with an attack move to destination. |
| 05-20-2008, 11:19 PM | #13 | |
Quote:
Please detail this cause that's exactly the thing independent summons is supposed to fix. Aloc + Chaos used to work, not anymore, blizzard "fixed" it for some reason. |
| 05-21-2008, 01:06 AM | #14 |
I just meant that the "Independent Summons" post 'technically' works. However, I can still select a units and right-click a location really fast, keeping the unit there. However, in Castle Fight, I have to right-click as fast as I possibly can, and even in a publicly hosted game, I barely even notice the units moving due to my influences (while it does stop the unit from attacking when I go so fast my finger instantly hurts). I once read a post (the source now evades my memory) that said pausing the unit, then giving the 'correcting' command, and then un-pausing them works the best. This also allows the event to trigger the action when the unit receiving the command is not currently pause, evading a global var and possible race conditions. Is this plausible? Because the re-ordering as shown above is basically what I did in Card Shuffle way-back-when, and it's just not clean enough for my taste. |
| 05-21-2008, 01:50 AM | #15 |
pausing units to stop orders blows. if you take independent summons and insist ordering them to a point, the summon might eventually get there, but that's just a coincidence, the ai probably ordered it to go there eventually. You just need to take the method in independent summons and make it be used for attack move rather than for the summon AI, and it will work, if you want I can make the code at this second. I'll also change the way the summon AI works so they remind their last AI order instead of getting a new one everytime smart is issued. I was going to update it anyways, I guess I got a new project... |
