| 07-09-2005, 06:46 PM | #1 |
Ok, so I've restarted my mod... yes, yes, mods never get finished etc. Well this one's about 80% done anyway and it's only 2.7 meg right now, how is that possible? Well it's a really complex story, suffice it to say, the graphics are 2d sprite based ( practically ) Now I've encountered a snag, I remember in an earlier patch the WE had the list of those more general abilities, move, patrol, hold position etc.. listed in the abilities menu of the object editor. Now I want to remove the ability for a hero to move, essentially making him a structure. I can't do it in the unit menu... so I want to remove the move ability from him when the game starts. So, what's the abilityname of the move ability that I'll need to use in the Jass script here... call UnitRemoveAbilityBJ( '????', GetTriggerUnit() ) That's my question, as I can't for the life of me, remember what the move was... Also, if anyone wanted to see what the map looks like atm... here's an image... |
| 07-09-2005, 08:33 PM | #2 |
???? = Amov |
| 07-10-2005, 12:36 AM | #3 |
Yes!!! Ack, I knew it was something like that. Thankyou. |
| 07-10-2005, 05:35 PM | #4 |
~_~ there isnt such thing,you make a unit unable to move by setting it's move speed to 0 |
| 07-10-2005, 08:47 PM | #5 |
*Parp* Tim. is, i believe, correct. |
| 07-10-2005, 10:03 PM | #6 |
By the way, you seem to be missing a piece of your custom interface. |
| 07-11-2005, 01:01 AM | #7 |
Tim is right, Nantuko is wrong |
| 07-12-2005, 10:13 AM | #8 |
Mmmm, thanks anyone, ah and yeah, Nantuko was wrong. Setting movement to 0 doesn't work at all. But hmmm, turns out I was able to overcome the problem with just setting the movement type to None.. which I thought I'd tried earlier and found it to not work.. I guess I was mistaken. Thanks anyway though. Btw, from those screenshots can anyone tell me if they think the game looks neat or not? |
| 07-12-2005, 11:59 AM | #9 |
Movement speed to zero will work if the minimum speed gameplay constant is set to zero. However this will create some interesting problems regarding stacking of slowing effects. |
| 07-12-2005, 02:10 PM | #10 |
Granted, you've already solved the problem, Balthamos, but you might find that this solution is more pat to the purpose. Good luck finishing the mod! The beta tests were entertaining. |
| 07-12-2005, 04:45 PM | #11 |
Huh, I didn't realise that BBDino. That's pretty interesting. Panto, I don't actually need the hero to be able to rotate, he's fairly abstract. Basically it's a C&C style hero ability system on the side, your first and foremost hero is a command post that is stationed at a planet of your choice ( he can relocate, very slowly, it's mass teleport with a 60 second cast time ), he has quite powerful abilities with large cooldowns. His abilities are a bit like the spellcasting towers of Enfo's, manipulation of the battlefield. He's abstract in that his model is just that of trueshot aura. Of course there's also your flagship which is a more expendable hero, who is weaker and fights at the actual warfront. Hmm, Panto, I'll probably release a public beta soon actually... I've been rehauling the resource system into something more realistic. |
| 07-13-2005, 03:26 AM | #12 |
You can stop a unit from moving by setting the minium speed to 0????? If this is true then I can finally fix the angle of my units in my MTG game. I had to set their unit speed to 0 so they would stay in place, but as a result, they wouldn't sit nicely and face forward like they should. I'll go try it out. Assuming your right, should only take 10 minites to find the thing and fix all the speed values, and then revise the code. IMPORTANT NOTICE: I have a space map with keyboard controls(not really done, but the controls are there) if you want it, just ask. I've started a new project (MTG map stated earlier) and don't really have the patience to go over work I did 4 months ago. |
| 07-14-2005, 10:38 AM | #13 |
Hmmm, sounds interesting, what kind of map is it? RPG or altered melee? or TD? |
