| 02-09-2008, 09:56 PM | #1 |
Alright, so I searched the forums and mostly what I got is, use invulnerability for town/safe zones. This irks me greatly because I also have shops in town, shops that contain armor, which will constantly be displayed as: INVULNERABLE. So, as a work around, I was wondering if I could use unit classifications. I did a quick run, setting the heroes Allowed Targets = Organic, and then adding/removing the Mechanical classification as heroes entered/left the town. It worked as intended, so I'm wondering, what are the implications of this method? Is there something drastically wrong that I'm overlooking? How I look at it: Pros: Displays armor while in safe zone. Still causes same behavior as Invuln. Cons: Can no longer use Mechanical classification for anything else. Have to make sure all spells/attacks have Organic in Targets Allowed. |
| 02-09-2008, 10:24 PM | #2 |
There's nothing wrong with it. Although I would use a classification that isn't so commonly used, like Suicidal. Mechanical is used to differentiate between buildings and units, so you might want that option for spells (well, you could switch them all to some other classification but then you might as well use that other classification to solve your original problem). |
| 02-10-2008, 02:00 AM | #3 | |
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Justa nitpick, but mechanical is basically used for units that can be repaired (then again, that may have to do with the fact that repaier probably has mechanical as allowed target). Vehicles and buildings are the most common cases. I believe robo-goblin makes the tinker a mechanical unit. I believe 'giant' classification serves very little purpose in game, so you may want to use that. |
| 02-10-2008, 02:05 AM | #4 | ||
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Ah yeah good point, forgot about that. Quote:
But Giant won't affect targeting as far as I know. There is no "giant" or "not-giant" option or anything like that for spells. |
| 02-10-2008, 02:59 AM | #5 |
Giant also doesn't have a GUI equivalent for the Add Classification trigger. So with my current knowledge, I can't add/remove it with triggers. As far as my map goes, I won't have any mechanical units anyways, but I'll probably go with sapper just to be on the safe side. But as far as consequences, no one can think of any? |
| 02-10-2008, 04:37 AM | #6 |
You can use Ancient and Suicidal for these purposes. Those both are fully workably with targeting and allowed targets, etc. They even have appropriate error messages when targeting them that you can edit in game interface. Ancient and Suicidal also have no real purpose in the game unless you're going to try to load suicidal units into a zeppelin or whatever. |
| 02-10-2008, 06:06 AM | #7 |
Use the ability Hardened Skin, so nothing in the town can be damaged, also you can use spell immunity ability for spells. You can stop units attacking beforehand by using a simple trigger. Also, I believe, you can make fake error messages with triggers, like the ones you get when you try to attack a building which is invulnerabe. |
| 02-10-2008, 10:28 AM | #8 |
just make trigger to not allow anything to attack players inside the zone, voila ^^ |
| 02-10-2008, 11:59 AM | #9 |
Zandose and [Mad]Lion said the same thing -.- "You can stop units attacking beforehand by using a simple trigger." just make trigger to not allow anything to attack players inside the zone, voila ^^" |
| 02-10-2008, 12:20 PM | #10 |
Using the classification is probably the best method as it displays editable error-messages when a unit cannot be targeted. Using triggers to stop any sort of actions being performed in-town doesn't give you the same options (real error > simulated error). Zandose, if he wants his in-town thing to look professional he's not going to want to have "Cannot target magic-immune units." when a unit is definitely not immune to magic. Also, having units be able to 'attack' units within town but deal no damage would look completely unrealistic. Its WarCraft, but mapmaking is a skill in itself rather than just knowledge of how to use GUI/JASS. "Cannot target units in a town." Go with that, and use suicidal as Dusk said, its your best bet. |
| 02-10-2008, 12:55 PM | #11 |
issued an order to target a unit is the best bet, u can use other abilities and such yes. but i go for a vast possibility, where u dont need to think of which abilities,class or whatever u need to avoid later. But this is just my own liking, tat i prefer not to use preset things. If things cant be created new, then i will simulate it with jass/trigger |
| 02-10-2008, 06:06 PM | #12 | |
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Again, just a nitpick, but when a NE worker builds a "ancient" classified structure, it will morph into it instead. It seems to also affect the status of some particular spells (like root an eat tree), but I can't determine as of yet the specifics. |
| 02-10-2008, 07:02 PM | #13 |
Let's see how many pages we can spend discussing a simple question that has already been answered by the 5th post! I bet we can get at least 10 if we really try. |
| 02-10-2008, 08:31 PM | #14 |
Sounds like fun! I shall be in charge of the nitpicks for each solution! |
| 02-10-2008, 10:55 PM | #15 |
Not to take over for Alevice, but to nitpick the trigger suggestion: Won't the trigger events only take place when they've almost begun the order? So if you attack a person, you'll still run up to them, and right as you're about to attack, you'll stop. The problem with this is, I'm allowing enemies and friends in this territory, meaning that the AI will carry a hero next to the enemy, attempt to attack it, and then stop repeatedly, causing a gigantic chain of following heroes. Am I missing something? |
