| 03-15-2006, 10:43 PM | #1 |
I thought this was totally possible, but in a spell I am making I cannot get the damned thing to remove the ability. Is it because I am adding it VIA a trigger, instead of it starting on them? |
| 03-15-2006, 10:48 PM | #2 |
I Don't think you can remove aloc because it is a "game" ability like attack or stop (try removing those). I wonder if you can disable them though... |
| 03-15-2006, 10:52 PM | #3 |
You can remove 'Aloc', and the unit will (afaik) become vulnerable and get pathing turned on again. However, once a unit has had the 'Aloc' ability, it can never become selectable by the user again. Eventually store the unit in a game cache using the StoreUnit native and restore it by using the RestoreUnit native. Then you can hide the original, add 'Aloc' to the copied one, do your actions, remove the copied one from the game and unhide the real one. |
| 03-15-2006, 11:03 PM | #4 |
Vexorian posted a method sometime ago showing how to do this (but no tooltips above unit+no HP bar):http://www.wc3campaigns.net/showthre...027#post755027 |
| 03-15-2006, 11:15 PM | #5 |
Damn, well then I guess I just gotta replace the unit with a dummy, it will probably be easier |
| 03-16-2006, 02:10 AM | #6 |
the tooltips and health bar comes back after you do something, ive tested it before, also for some reason, you can't pick locused units |
| 03-16-2006, 11:47 AM | #7 |
I actually tested adding and removing locust recently via triggers, and the unit WAS still selectable after I removed it, after not being selectable after I added it. You have to use JASS to do so, though, for some random reason. |
