| 10-02-2007, 06:42 AM | #1 |
So, I recently learned that you can remove Attack, since it in fact just another ability! i.e. Trigger: Custom Script: call UnitRemoveAbilityBJ( 'Aatk', udg_TempUnit )So, I was thinking about Patrol! In most custom style maps in WC3, I never use the ability. So, I was wondering, does anyone know the ID of Patrol, that way I could simply use this method to remove the ability!? |
| 10-02-2007, 06:45 AM | #2 |
I'm probably very wrong but... I converted a trigger from GUI and this is how it turned out: JASS:call IssuePointOrderLoc( GetEventDamageSource(), "patrol", GetRectCenter(GetPlayableMapRect()) ) Oh, by the way, if you remove the attack, does it still show the damage cards? |
| 10-02-2007, 07:04 AM | #3 |
No, it does not show the damage card if you remove 'Aatk'. Anyways, I know that "patrol" is the order string of Patrol, I'm wondering if anyone knows that Ability ID of Patrol. It would look something like this: 'Aptl' |
| 10-02-2007, 07:09 AM | #4 |
I think patrol and move are both connected as part of the Amov ability. |
| 10-02-2007, 07:19 AM | #5 | |
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Not a bad idea, however, when testing it out, I found that removing 'Amov' and 'Aatk' actually removes Attack, Move, Stop, and Hold Position, along with Patrol. What's funny, is that if you only remove 'Amov' and not 'Aatk', you remove Move, Hold Position, and Patrol, but are left with Stop and Attack. While this gives me new ideas on Tower Defense maps, with the ability to use heroes as towers, I'm still wondering if anyone knows how to just get rid of the Patrol button!? |
| 10-02-2007, 07:34 AM | #6 |
Like i said, i'm fairly sure the patrol button is intrinsically tied into the Amov ability. If a unit has the Amov ability, then it has Stop, Hold Position and Patrol as well. If it doesn't, then it loses those abilities. Stop is also tied to Aatk, so if it doesn't have Amov, but does had Aatk, then it keeps stop as well. |
| 10-02-2007, 07:35 AM | #7 |
CommandFunc.txt CommandStrings.txt |
| 10-02-2007, 07:47 AM | #8 | |
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