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how to remove unit auto attack?

07-28-2002, 09:29 PM#1
Guest
i have recently made a fps type game but i have just one major issue, the auto attacking makes a fps kinda pointless since one can just sime attack move all the time and your guy will simply turn to frag the enemy even though he isnt on screen
i want to get rid o this, i tried allying all the players (there are 2 teams o 6) but then i realized i'd be getting rid of ally chat and no more coordinating attacks with map pings!!
i tried neutral but there is no difference between allying, i dont even see why its there

is there anyone that has a suggestion for me on how to disable unit auto attack and making users hafta manually target their prey? w/o removing vital keys of team work like ally chat and minimap ping (becuase ally all makes everyone see it, no secret about it)
07-28-2002, 09:55 PM#2
Guest
did you try making it a custom unit and put it with the neutral passive?
07-28-2002, 10:13 PM#3
Guest
there are 2 teams that combat eachother but i want to remove auto attack from the units they control say you cant simply "attack-move" to a point and your unit clobbers everything in it's path
i want it so the player has to manual target the unit he wants to kill

ive tried allying everyone without vision but this didnt work for me becuase there was no more ally chat and coordinating with allies via mini map ping

i even tried changing their relations to eachother as "neutral" but thats the same thing as "ally"

any suggestions?
07-29-2002, 01:32 AM#4
Karma Patrol
try setting your acusition range to 0 in the unit editor
07-29-2002, 01:57 AM#5
Guest
tried but that didnt do anything but make the units have unlimited acquisition range
and 1 just makes them hafta run up for melee combat
07-29-2002, 02:41 AM#6
Guest
Problem solved. Create this trigger for each player.

Events:

Unit- Specific Event: [unit] Aquires a target.

Action:

Unit- Issue Order With No Target: Order [unit] to Stop.
07-29-2002, 03:28 AM#7
Agent KillStuff
Wouldn't that method tell it to stop always, even if you manually aqcuire the target?
07-29-2002, 04:23 AM#8
Guest
Hmm, I don't think so, aquiring a target and giving an order to attack to a unit are 2 very different things.
07-29-2002, 04:47 AM#9
Guest
that sounds like it would work but i checked but all my units are set to a "unit" variable
BUT!! for some reason $@^$ they wont allow you to use set variables for specific unit event, not sure why...
and its not even in player owned unit event... why?!
i dont know... for those reasons this dont work for me becuase i switch the unit and it's variables often
07-29-2002, 02:46 PM#10
Guest
Rather than using a Unit Variable, just click the "Select a Unit" dialog button right next to the Variables pulldown menu, and select one of the player's units.
07-29-2002, 06:41 PM#11
Guest
yes, that is nearly useless to me though, becuase i have everyone pick their units at the start by typing it out and i have a extensive 360 degree camera system for every player, if i were to not use variables and select the units i'd hafta make 72 or so camera triggers 5-6 times per player!!

but theres gotta be a better way to get through this... right??
07-29-2002, 07:18 PM#12
Zedric
Shouldn't:

Event Response - Acquiring Unit

work?
07-29-2002, 07:32 PM#13
Guest
it should, it would, but it doesnt

for some reason blizzard blocked the usage of custom unit variables in the variables section, i can only select units that are on the map... but all my units are trigger ran

im not sure if this is a bug or what
07-29-2002, 07:41 PM#14
Guest
the event trigger "unit - specified event" is what im talking about above

also i gotta rant about how neutral and ally status between players are the same thing... if blizzard woulda made it so neutral isnt a ally status but a actual neutral status so the players cant hear the ally chat... my problem would have been solved then

any other suggestions? (and believe me i have tried all of em) and i thank you for suggesting