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Remove Move button?

01-10-2005, 08:35 AM#1
Mjukland
I want to remove the move, stop, hold position and patrol buttons, I created an ability with x y position both 0 which overrided the attack button. Though that seems to be the only standard ability that could be overridden by a spell ability.

I still want the unit to be able to move and holdposition via triggers, but the player should not be able to use the movebutton, It would be realy good if I could use those spaces for other abilities.

I can remove the "smart" move with triggers, but I need the standard move ability so I can trigger movement, but the players should not be able to use it.
01-10-2005, 10:57 AM#2
GreyArchon
Have you tried giving it the "Ward" specification?
01-10-2005, 11:09 AM#3
logik
and then make a dummy ability that has the icon of hold position and stop... ie base it off of roar etc.

and then use a trigger to go

Code:
E
unit finishes casting an ability
C
ability being cast equal to hold position
A
unit - issue order with no target, hold position
01-10-2005, 01:40 PM#4
Mjukland
If I make it a ward, all abilities are lost, its a hero unit.
01-10-2005, 02:56 PM#5
Undifty
Quote:
Originally Posted by mjukland
blablabla remove move button blabla
Well.. There is one other way to remove the move button... ..make the unit movement type to "NONE" it is as normal "foot, horse, hover, air or sea"

But then i think the hero can't move ^_^
01-10-2005, 03:53 PM#6
Thunder_Eye
I tested to add it to ward, but that removes everything, abilites to.
01-11-2005, 02:18 AM#7
Kalvorod
Here's a hypothedical answer, I don't know if it will work.

Ok, here goes. Enter into the Gameplay Interface and find Icon-Command buttons-Move (Or something to that extent) Replace the current value with NONE. This will remove the Icon, therefore making it impossible to use the Move command by clicking the button.
01-11-2005, 01:21 PM#8
Anitarf
Quote:
Originally Posted by Kalvorod
Here's a hypothedical answer, I don't know if it will work.

Ok, here goes. Enter into the Gameplay Interface and find Icon-Command buttons-Move (Or something to that extent) Replace the current value with NONE. This will remove the Icon, therefore making it impossible to use the Move command by clicking the button.
I'm not sure that would work, when you set the iconpath to NONE on other abilities, you just get the green square of death (which can still be clicked.)
01-11-2005, 04:44 PM#9
LucidSnake
you can do it easy with the Warcraft Unlimited editor 1.17.

When you enable advance triggers use the trigger:

Advanced - Unit - Remove Basic Ability

and select Move...
01-12-2005, 02:23 PM#10
Thunder_Eye
I cant do none of those, WE Unlimited bugs the map for me and the other thing you cant do, any other way?
01-12-2005, 10:08 PM#11
PitzerMike
I've done this in one of my maps, there are actually 2 different ways.

1) The move ability can be removed by using the Unit Remove Ability function. simply do a custom script call : call UnitRemoveAbility(unit_variable_here, 'Amov')
The problem is you can't easily add the move ability back when you want the hero to move.
You'll need 2 chaos abilities and 1 alternate form of your hero that is actually exactly the same as the hero unit. When you want to add the move ability to the hero you'll just chaos-convert it to the alternate unit-id and immediately convert it back. Now the hero will have the move ability again.
As soon as the hero reaches the target you can remove the move ability again.

2) The second possibility involves a simple modification to the editor and 2 or 3 imported files. Extract Units\AbilityData.slk from Patch.mpq, create a Units folder in your WC3 dir and drop the file there. Edit it in Excel so the column useInEditor says 1 for the Amov abiliity. Now the move ability will be shown in the editor and can be edited.
In the ability editor add a custom unit to the requirements of the move ability. As long as the owner of the hero doesn't posess such a unit he can't use the move ability. When you want the hero to move, create the required unit for the owner, issue the order, then remove the unit again.
In order to hide the move, patrol and holdposition buttons properly you'll need to import a black icon. And change the icon-paths in Units\CommandFunc.txt (which you'll have to extract from a mpq) to point to that black icon.
In Units\CommandStrings.txt you should replace the tooltips with something better (you can't get rid of those). I for example put some credits there.
Then import the CommandFunc and CommandStrings files into your map and you're set.
01-13-2005, 01:14 PM#12
logik
well for me, when i disable a spell using triggers like spiked carapace it will still be present.

so maybe try and use a custom script call that disables the move ability, and it will possibly still exist.
01-13-2005, 05:19 PM#13
Panto
PitzerMike, if you want the unit requirement to only affect one unit, can you create a duplicate of the Move ability with the requirement?
01-13-2005, 05:44 PM#14
PitzerMike
Panto, I think you could make a duplicate of move, but it just won't work the way you want it to.
As already explained the game engine can't add back the move or attack abilities at runtime (if it was removed before). It only gives them to unit types with movement speed higher than 0 and attack damage higher than 0 before the map is started.

Giving a copy of move to a unit via the object editor is actually the same as calling UnitAddAbility, meaning that it won't be able to add your copy of move.
Furthermore the chaos ability trick will also not work here, because it simply resets the unit to it's original form (which in this case is no move ability)