I need to make people be able to use "siege-like mode" for ground units.
If someone saw "tower defence" in warcraft where buildings are skinned as heros, you'll understand what I mean.
What I want is next:
- Units should stay still and be unable move
- Nearby enemy units recieving damage (not just get killed by a trigger)
- Owner of the unit must get KILLs or "kills" score or "kills of unit-type" count.
- Such units must be of at least 4 types.
- The attack should be ground or ground+air, not air-only
- Maybe splash damage.
Ideas:
>Saying "press Hold Position" to player and detecting movement. (bad idea)
>Moving filled bunker trick and giving those people to player12 (good idea, but the bunker is much larger than most of units in SC... and BTW I prefer the units standing there be small, like ghost or civilians.)
>Add your idea here ;-)
Thanks for help, if any.
Just put invincible Dark Templars around them, they wanna move, but they can't!
Have a location where you want the unit, and if it leaves, and so brings 0 units to the location move that unit back to it, with Hyper Triggers that will work fast!
hmm... thats difficult

a good way is to place locations on the unit so if it moves out of place it will go back to the location. But thats a lot of locations if you want to build multiple units with multiple players.
The dt might work, but it adds a lot of units to the map.
if you use bunkers, wouldn't it be that bunker defence game

you could alter the terrain so it is impossible to move but still attack ( but then you wont be able to use any melee units like zealots or firebats )
... ran out of ideas...

Just a guess but try something like this.
Player 1.
Conditions:
-current player commands at least one dude
Actions:
-Give 1 dude owned by current player at anywhere to 'extra comp'
-Preserve Trigger
Copy this trigger several times. So it can do that action on every unit in just one trigger cylePlayer 1
Conditions:
-'extra comp' commands at least one dude
Actions:
-Center location on dude for current player at anywhere
-Move all dude owned by current player at anywhere to location
-Give 1 dude at anywhere owned by 'extra comp' to current player
-Preserve trigger
copy this trigger the same amount of times as the one above.The idea is that the unit will switch players really fast. So if you try to select it to do anything it will deslect it before you can do anything. The problem is the unit chasing after units that walk by. For that i used a center location and move unit (witch i don't think will work, but might)
I have a secondary plan of stopping the unit from running if that doesn't work. Your map is a good idea but it has to have some mad triggers to get it working right. Those triggers might cause it to lag to much.
<hr>
Edit:

i just thought of something, Try this first.
Force 1:
Conditions:
-Always
Actions:
-Move all 'defence unit type" owned by current player to 'location with unwalkable terrain"
That will make it so the unit cannot move, Im not sure if his attacking is restricted or not however.
I don't know about that one Bolt, it might just be ignored, and such, though it may work, with yours giving the player back and forth effects it shooting rate heavily, and it might still move, without using the give it still works just as well.
If you want the non-moving units to be placed specifically, make the terrain a grid made of squares of 3x3 terrain. Make the center 1x1 square of terrain a high ground piece, and the rest low ground. Make a 3x3 location for each grid square, with only "Mid Ground" checked (The
Air Unit Restriction and the
Unit Halt techniques may help you with this). Make it so that if a player brings the unit to the location, move it to the location. That way the unit will never be able to leave the 1x1 center square. I'll make a demo map if this is too confusing. Just give the word.
I think that you could just hyper trigger moe it to location, and then it should stay and still be able to attack maybe...
Doesn't the move command make units ignore enemies?
Teleport (Move) Units not Order (Move) Units. Unless I'm smoking something.
i dont htink its possible to make them but not move them
the wc3 skinned towers are actually towers with the picture of the unit
so they are considered buildings
there is no possible way to make towers w/o bunkers
If you make it so they just move if they try and leave it works just as well, with Hyper Triggers it means they will attack units most times.
Conditions:
Current Players Brings Exactly 0 "Unit" to Location
Whatever else you want...
Actions:
Move 1 "Unit" owned by Current Player at AnywhereLocation to Location
Preserve Trigger
You'd need alot of locations for Coko's idea. You could try this
QUOTE
Players
- P1
Conditions
- Command at least 1 men
- Other condition (Like a counter reaching zero)
Actions
- Give 1 men owned by Current Player to P7
- Center Location 1 Dudes on men owned by P7
- Move units at 1 Dudes to 1 Dudes
- Give all men owned by P7 to P8
- Preserve Trigger
Silly minded fool, you only need one location for mine to work, the Location you want the unit at, other then that you could just use Anywhere, it means the unit has left the location where you want it, this doesn't require you centre location'ing hte location onto the unit, because you don't want it to move anyhow!
Thats all you need.
try order attacking w/ hypers
you need to use a lot location if the person decides to place units in different areas. and then you gotta center it on the units.
If its like war3, you have a peasant running around the map building stuff, you cant center on anyunit.
also its difficult to make a unit hold position since there isnt a hold position command. It will chase after 1 unit then when its out of reach it will move. You teleport him back then rinse n' repeat.
Dosent ordering units to do anything make them pause for a second? If so, that wouldn’t really work, especially with hypers.
EDIT:uh... i was talking to kow...
Yes, they sort up jumble around when they HT ordered somewhere.
Using the move(teleport) action cuases units to acquire a new target so even if you got it to work where each unit of theres was constantly moved to its own location it could never attack with hyper triggers, assuming no wait screwed things up or nothing.
Ordering them to attack to location, or even patrol, probably would but the location problem is still there.
How bout this, when a player builds something a location is centered on it, it's given to an allied comp who is enemies with the player your defending against and that location stays on that unit, ordering it to attack to itself. Then as they build more stuff you have all these locations on the side or wherever (like alot, as many as you can spare) just centering on any unit owned by the human players force.
Of course there'd be a limit since you only got so mayn locations.
LOOK IT IS VERY VERY SIMPLE.
Conditions:
Current Players Brings Exactly 0 "Unit" to Location
Whatever else you want...
Actions:
Move 1 "Unit" owned by Current Player at Anywhere to Location
Preserve Trigger
You can say what you like, but you place the unit where you want it, you put a 1x1 location over it, and add it to this location, and when he starts to follow an opponent it will move him back there, and will work very fast with hyper triggers, and not effect him when he is in it.
You could also use Attack or Patrol, though Attack would lead to faster attacking of enemies, without hyper triggers, he could leave it, and never come back!
But coko, you'll need seperate locations for EVERY unit the player makes, so if it's a normal defense game that's gonna be like 50+ locations. Plus you'll have to find a way to center them on the same unit for the same player. YOur way works fine if there's only one of that unit for that player, but having more will cause problems.
QUOTE
You could also use Attack or Patrol, though Attack would lead to faster attacking of enemies, without hyper triggers, he could leave it, and never come back!
Hypertriggerred orders lead to a unit sort of jerking around crazily; it won't attack until it stops being ordered.
Oh, i thought it was for a single unit, well, dammit explain it next time!
For that defence, stopping them from moving, bugger it just use a Bunker for a lot of them, and Disable and Enable the rest of them, by centre location of the unit, creating a Burrowed Unit after it for the computer player, and make sure it can't get back up, then send the unit away, do what you need to do, then move it back and it can't move, works for most units.
The Zergling or whatever is there to stop it being constantly done to the same units, this way, have in the conditions that no Zergling is present at the location, so it doesn't repeat. Easy.
Yes, I forgot to say, I am trying to make a defence-like map that has turrets that fire differently, like in warcraft3's "TowerDefences", and make mazing avaliable, meaning people able to make the computer's units walk in circles
So, I'll try to summarize everything said on this thread and give my comments.
There are some methods of answering the question I asked:
--> Making a small square walkable tiles between the tiles of unwalkable terrain
That is a -good- idea, and you, people, should use it if you wanna make defence map.
(but I wanted to support mazing.... so it won't help me.)
BTW, there Is a possibility of a map, where player can put units ->anywhere<- and they won't be able to move, because the tiles of the map are partally-unwalkable (unwalkable boundary) (tiles with 1 side unwalkable - top,bottom,left or right EXIST, with 2 - I don't know)
--> A whole array of ideas that are describing the same point:
*Create 2 locations BIG and SMALL
*Center both locations on a unit, that mustn't move
Conditions:
1> Always
OR
2> If there's no unit at BIG location
Actions:
1> Order 1 AnyUnit move OR attack OR patrol to any of the 2 locations
OR
2> Move(teleport) 1 AnyUnit to SMALL location
Preserve trigger
Anyway, that might work for RPGs, but not for defences, because of 1 location per unit
means HUGE lags, making TONS of almost same triggers, locations, a.s.o.
--> Coko's advises, which I never understand :(
1> "...bugger it just use a Bunker for a lot of them..."
(Does that mean the disabled-enabled-moved "invisible" bunker trick?)
2> "...and Disable and Enable the rest of them..."
(But won't they just either cloak or crash?)
3> " by centre location of the unit, creating a Burrowed Unit after it for the computer player, and make sure it can't get back up, then send the unit away, do what you need to do, then move it back and it can't move, works for most units."
(The way this guy speaks confuses me too much: I've read that^^^ many many times, and still don't understand: Does this mean creating un-UNburrowable unit under the current one, then telepoting the current to another location, and teleporting it back onto the burrowed one? If it's so it doesn't work, as burrowed units can't prevent other ones from moving on top of it...)
No, if you do it correct for most units they appear cloaked, and cannot move either, thats the reason for the double Enable i believe...