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Locust without collision?

12-02-2006, 01:09 AM#1
Pyrogasm
Is there a way to give a unit locust, but sill maintain its collision? Can it be done in the object editor, or would I have to trigger it with a trigger such as this:
Trigger:
Collapse Events
A player selects a unit
Collapse Conditions
(Unit-type of (Selected Unit)) Equal to Plaguerat
Collapse Actions
Player - Deselect (Selected Unit) for (Triggering Player)

By-the-way, what the heck is Locust listed under in the object editor?! I searched for "Locust" and "Aloc" and looked manually in all categories to no avail...
12-02-2006, 01:44 AM#2
moyack
unfortunately locust remove collision skills in units. I think your trigger is the best option to make them unselectable.
12-02-2006, 04:36 AM#3
Pyrogasm
Quote:
Originally Posted by me
By-the-way, what the heck is Locust listed under in the object editor?! I searched for "Locust" and "Aloc" and looked manually in all categories to no avail...
This concerns me more than the collision thing, though...
12-02-2006, 06:09 AM#4
Av3n
... I think you'll need to use order id or order string for that (which is done in JASS)

-Av3n
12-02-2006, 07:54 AM#5
Pyrogasm
You can check for orderIDs in GUI, I have to use these conditions to exclude item uses from the "A unit starts the effect of an ability" event:
Trigger:
Conditions
(Issued order) Not Equal to (Order(852008))
(Issued order) Not Equal to (Order(852009))
(Issued order) Not Equal to (Order(852010))
(Issued order) Not Equal to (Order(852011))
(Issued order) Not Equal to (Order(852012))
(Issued order) Not Equal to (Order(852013))

If that's what you're referring to...
12-02-2006, 08:25 AM#6
Av3n
Well yes Pyro, but you also might want to check Wc3c's ability guide complied by Pitzermike of what Im saying.

-Av3n
12-02-2006, 09:19 AM#7
Pyrogasm
I have read PitzerMike's Abilities guide, but, I am still confused, however, on what you are telling me to look at... Is this regarding where I can find the Locust ability in the object editor, or how to give a unit with locust collision?
12-02-2006, 10:17 AM#8
BertTheJasser
Did you test disease cloud? It makes units unselectable, ..maybe this keeps collision.
12-02-2006, 03:55 PM#9
Captain Griffen
Locust isn't in the object editor.

To make a unit un-selectable but retain collision may well be impossible. What are you trying to do? A work around may be possible.
12-02-2006, 05:29 PM#10
Pyrogasm
It's a spell that summons 1 Plaguerat, and every time a Plaguerat attacks there is a chance to spawn a new one. The rats cannot be given orders and aren't targetable (the locust part), but because they have no collision, all the rats end up on top of each other in one big blob attacking the same unit... and it looks like crap.

EDIT:
Quote:
Originally Posted by BertTheJasser
Did you test disease cloud? It makes units unselectable, ..maybe this keeps collision.
Didn't think of that, and I'll have to try that out
12-03-2006, 09:39 AM#11
Captain Griffen
Invulnerable + ward status + cancelling any smart orders made to them with pause - stop order - unpause.
12-03-2006, 10:59 AM#12
BertTheJasser
That's right, bu they are still "single"-selectable. I do not know if that fits to his needs.
12-03-2006, 11:15 AM#13
Vexorian
Just use the ward classification and block the smart order, seriously : http://wc3campaigns.net/showthread.php?t=83384
12-03-2006, 03:51 PM#14
Alevice
The cheat I did for building acting as doodads for the most part was giving them locust, and creating a pathing blocker for it. Kind of dirty, but it gave me more freedom trigger wise.
12-03-2006, 05:05 PM#15
BertTheJasser
This way does not work here. His rats can move, your buildings/doodads can not.