| 10-18-2002, 05:56 AM | #1 |
Guest | I have this map where I have buildings with unit models. I had alot of problems trying to get them to be able to rotate without wandering off their bases, but I finally got it to work. My problem now is that if a player right clicks on a location or clicks the movement button and orders the a unit to move somewhere when they have a unit selected then they wander off their bases most of the time. I fixed the rotation problem by using Ancient Protectors and just removing their uproot ability and changing their model. I was wondering if (a). you could give them an ability that made them unable to move or make the uproot ability unresearchable or something or just remove the movement buttom, allthough I don't know whether this will stop the units from being able to move from a right click command. If anyone knows how to fix this problem could they please let me know. Thanx :P Oh and one other thing, how do you make it so that you have an animated avatar. Mine is supposed to bonce up and down, but I can't seem to fix it. Does anyone know how to get it to work, thanx |
| 10-18-2002, 10:53 AM | #2 |
change unit speed? your avatar is bouncing and uproot isn't researched in the first place |
| 10-18-2002, 05:19 PM | #3 |
Yes uproot is researched all the time... who told you that it wasn't? The best way to get things to not move is... set the movement type to NONE! Wasn't that hard. |
| 10-19-2002, 01:48 AM | #4 |
Guest | No! You don't understand, if I set the movement speed to zero then the unit can't rotate. I need to be able to make it so that the unit can rotate but not go anywhere. The only way I can think of doing this though is to remove the movement button. Anyone konw how to do this or have any other suggestions? Thanx :P |
| 10-19-2002, 01:55 AM | #5 |
well check out war of the rings.. i know the tree of life can rotate but doesn't move.. and where do you research uproot then? its just an ability not a research thing like saying healing is researched its not its innate |
| 10-19-2002, 03:49 AM | #6 |
Well I dunno if there's an easy solution to your problem. Maybe set the movement speed to a really tiny tiny TINY number? And well, I didn't say movement speed to None, I said movement type. There are a couple of movement types I think. They should be None, Foot, Horse, Hover, and maybe fly? |
| 10-19-2002, 04:16 AM | #7 |
Make a trigger. Event - A unit owned by player __ is issued an order targeting a point. A unit.... targeting a unit Conditions - Unit type is __ Actions - Unit - order Ordered Unit to Stop Unit - move Ordered Unit instantly to Region (Where he's supposed to be.) It's quite simple, really. This should ensure that nobody moves. -The Great and Immortal Lord Imperialist Insaniteus- --------------------------And remeber to download my Cinematics Map on Saturday or Sunday. More details in my threads. |
| 10-19-2002, 07:25 AM | #8 |
Guest | Easy: Base the unit off the ancient protecter. Bam, done. I noticed like if you change the protectors model o like a moonwell, it will rotate, but no move, just has to do with what u base it off, or something... |
| 10-20-2002, 01:44 AM | #9 |
Guest | Thanx Insaniteus I will try that and if it doesn't work, you will hear from me :P Two things though: 1. Setting the movement speed to one means that it can move off its base VERY slowly and I was just throwing around ideas with the uproot thing jees! 2. All the units I am talking about ARE based on the ancient protector! But they still move! If someone clicks the movement button and orders the unit somewhere or they just right click somewhere then the unit will move off its base. Once it does this it can't get back onto its base either. So if Insaniteus' trigger works then all is well, otherwise I have to find a way to remove the movement button without having to make the movement zero and thus forfiting the ability to rotate. |
| 10-20-2002, 07:27 AM | #10 |
Guest | If you just remove the root ability from the ancient protector he does not move but rotates. But he doesnt have a missile attack, if that what you wanted. |
| 10-21-2002, 07:20 AM | #11 |
Guest | if you remove the root ability and change the model they DO move off their bases. Does anyone know how to fix this or do they know how do get rid of the movement button? |
| 10-21-2002, 02:28 PM | #12 |
The trigger solution above would work. Read it. |
| 10-22-2002, 01:14 AM | #13 |
Guest | it does work to a certain degree, but if a person tried repeatedly to move the unit/structure it will move anyway. I am not sure if it will work if someone only tries it once, but I am fairly certain that this trigger only has limited capabilities. |
| 10-23-2002, 04:07 PM | #14 |
Guest | There's some trigger that rotates a unit.. I don't remember exactly what it is, but it's something like this: Unit - rotate unit to face <point?angle?> over 0.00 seconds.. something like that.. maybe it's Unit - change unit facing?? not sure. Otherwise, you could use: Unit - remove unit Unit - Create unit at <location of (last removed unit)> facing angle(or point) Since I don't have the editor here right now, I'm not too sure on any of this.. I could be all mixed up.. |
| 10-24-2002, 05:47 AM | #15 |
Guest | could you please look into it. I would really appreciate it if someone could figure out how to fix this. Thanx :P |
