| 11-29-2004, 03:43 PM | #1 |
As some of you might know, i am making a map called Elimination. In this map, the alt key as been disabled by adding locust to the snipers. For those who doesnt know, locust is an ability that makes the unit unselectable, invulnerable, removes their healthbar, AND makes it impossible to stop them (no collisions). So what i need is something to stop the units. I tried making deep water, high cliffs, pathing blockers... NOTHING can stop them! They can move straight up a cliff! Anybody know a way to stop locust units? The only way i can think of is triggers moving them back as they move into special areas. But this wont look too good and requires alot of work, so another method would be great. |
| 11-29-2004, 04:56 PM | #2 |
make a trigger, unit- turn collision on for (unit) |
| 11-29-2004, 05:17 PM | #3 |
Im 99% sure that wont work, sorry =( The units cant pass through ANYTHING, even cliffs and water. Units with no collision will still stop for cliffs etc. Its like these units do not exist. I cant even pick them by "pick every unit in region" actions. But i have fixed all other problems in other ways, this is the biggest of them all. |
| 11-29-2004, 05:36 PM | #4 |
This won't really help you, but I just thought I'd mention that Locust really does do weird things to units. I imagine that the title of your thread is correct, and stopping a locust unit IS impossible. |
| 11-29-2004, 05:51 PM | #5 |
Doh i really hope we are both wrong. My map is played on a spacestation, so i really need to use walls and such. The only possible way i can see is doing a "unit enters region, move unit to (position of unit offset by (100) in ((facing of (entering unit))+180 degrees" trigger. Anybody else know a better way? |
| 11-29-2004, 06:08 PM | #6 |
cant you use remove ability and then select, then add ability again? just wonder |
| 11-29-2004, 06:10 PM | #7 | |
Guest | Quote:
And for some reason you can only add it with it. |
| 11-29-2004, 06:56 PM | #8 |
There used to be an old thread about some undocumented behaviour of Aloc in conjunction with chaos conversion. If you add Aloc to a chaos-transformed unit it would be untargetable and unselectable but still obey pathing rules (if I remember correctly that is) So what you should try is create a new chaos-ability that transforms your unit into the unit-type you actually want it to be (this should be different from its former unit-type) and add it to the unit. Next add Aloc to the unit and it might work. |
| 11-29-2004, 08:24 PM | #9 |
Just thought I'd mention it, since it came up, turning off pathing also allows units to ignore cliffs. (unless you meant units with 0 collision size when you said "units without collision") An another funny fact, altrough "units in region" does not include units with locus, "units owned by player" or "units of type" does. |
| 11-29-2004, 08:49 PM | #10 |
Oh i didnt know that about picking units owned by players... I added the locust units to a variable array and used "for each integer between 1-12 do blabla to locustunit[integer A]" instead. Pitzermike: Thanks alot, i will try that as soon as i can! edit: I have allready tried removing Aloc by custom script, but nothing happened. |
| 11-30-2004, 05:07 AM | #11 |
1: You can't pick Aloced units, to my knowledge. 2: Can't you just make the life bars have an invisible texture in the game interface settings? Sure seems a simpler solution to disable the health bar display than giving them all locust... |
| 11-30-2004, 12:39 PM | #12 |
Yea but there has been endless discussions about this; and the only way ive heard is possible is using locust. But ill try, thx edit: I managed to change the healthbar to a new picture, but it was impossible to use one with everything alphaed out. It showed as invisible in warcraft menu, photoshop etc. but was just black in game. And you could still select the enemy to see that he is there =( But thanks anyways, you were correct about that you could actually change healthbar texture. |
| 11-30-2004, 03:13 PM | #13 |
Now wasn't that quick and painless... |
| 11-30-2004, 03:38 PM | #14 |
Ive made some further research on the healthbar textures, and i found out some things... If you alpha out the healthbar, it turns black. Making a grey alpha filter for it makes the colors 50% towards black (of course ^^). I accidently replaced the healthbar with my camoflauged rifleman skin, and the healthbar looked just like the skin, of course. I dunno if this helps you, but... Do you know how to make the healthbar invisible? |
| 11-30-2004, 04:25 PM | #15 | |
Quote:
O M FCKIN GOD!!! When i saw that post, i was like "Yea sure why not try moving the unit from left to right 100 times while posting a message saying "abrakadabra" and then suddenly all will work! But that chaos transformation did really work!!! Thanks alot! |
