| 08-20-2007, 08:07 PM | #2 |
what abuot making another unit that it replaces with no movement type ;) |
| 08-21-2007, 01:02 AM | #3 |
Just pause it for 8 seconds. |
| 08-22-2007, 06:24 AM | #4 | |
Quote:
Will a loaded unit or loaded units shift over the the moving zeppelin? |
| 08-22-2007, 09:41 AM | #5 |
Custom Script: call UnitRemoveAbility(udg_NameOfGlobalUnitVariable, 'Amov') then Custom Script: call UnitAddAbility(udg_NameOfGlobalUnitVariable, 'Amov') should work. (removes the move ability) |
| 08-22-2007, 07:19 PM | #6 |
I didn't think you could re-add move. |
| 08-22-2007, 09:00 PM | #7 | |
Quote:
Ah. NameOfGlobalUnitVariable would be what exactly? Do I have to assign a variable to the zeppelins (which are customized units)? Or would I use a variation of "casting unit" in that trigger? |
| 08-22-2007, 09:13 PM | #8 |
You'd do something like this: Trigger: ![]() Set TheUnitVariable = (Triggering Unit)![]() Custom Script: call UnitRemoveAbility(udg_TheUnitVariable, 'Amov')Trigger: ![]() Set TheUnitVariable = (Triggering Unit)![]() Custom Script: call UnitAddAbility(udg_TheUnitVariable, 'Amov') |
| 08-22-2007, 10:27 PM | #9 |
Erm, since when can you readd move? |
| 08-22-2007, 10:36 PM | #10 |
That's what I wanted to know. |
| 10-04-2007, 07:44 PM | #12 |
Another solution would be a custom ensnare ability with infinite duration. You could create a dummy to cast it on the zep when it lands and remove the buff for it to lift off. That would have the nice side effect of not allowing slowing abilities to bring units to a halt in your map. |
| 10-04-2007, 08:27 PM | #13 |
once again Night Elf Root ability pawnz ^^ 'Aro1' |
