| 07-30-2008, 06:59 AM | #1 |
I'm using this action to make user controlled units go back to the position they were spawned in after attacking or when someone they were ordered to attack ran to far away. I want the player to be able to change where the unit's guard position is located with a move command. Unfortunatly it looks like there is no way to turn it off or delete it. I tried many combinations of AI recycle and remove guard position. No matter what I do, the position stays where it first was spawned. I am trying to replace the unit, it works, but is really ugly, cause the unit is forced to be unselected. Do I have any options here? |
| 07-30-2008, 07:14 AM | #2 | |
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| 07-30-2008, 08:14 AM | #3 |
Replace units sux, it removes buffs and also cancel current order, i mean if the attack animation is not completely played at the replace moment it will make a kind of cut in the movment and also cancel the attack.But the most important is the remove buff effect which is really visible and can bug. Exept thoses 2 things it seems to be invisible. |
| 07-30-2008, 04:07 PM | #4 |
Hooray for JASS. AI - Lock unit guard position uses LockGuardPosition( unit hunit ) all LockGuardPosition does is call SetUnitCreepGuard(unit, true) all I had to do was call SetUnitCreepGuard(unit, false) |
