Yeah um dont misunderstand the question or everyone will laugh at you and it will annoy me slightly

. How can i make a player controled critter u can move around like a regular unit, like the way u move around a medic or a defiler without it wandering around aimlessly? I dont want to hear use hold position or make a location that tells it to move to a certain place for the entire game. Hopefully theres an answer to this but if there isnt oh well.
Make the critters owned by the player and they can control it. You can place the unit for a player in the advanced editors. I think the give trigger works too.
QUOTE(KaboomHahahein @ Jun 10 2005, 09:22 PM)
Make the critters owned by the player and they can control it. You can place the unit for a player in the advanced editors. I think the give trigger works too.
[right][snapback]231669[/snapback][/right]
ahem* yeah u misunderstood the question. i dont want to know how to get them i want to know how can i control a critter without it running around aimlessly u know like P12 controled critters move around and stuff to give it a feeling that its alive. It does that too if a player controls it and i would like it to stop but id also want to be able to move it around
Well I guess everyone will have to laugh at me.
QUOTE(KaboomHahahein @ Jun 10 2005, 09:39 PM)
Well I guess everyone will have to laugh at me.
[right][snapback]231679[/snapback][/right]
lmao

Have a critter constantly follow an observer owned by a player. Then the player can control the critter's movement. If the observer comes to a stop so will it. I know this isn't exactly the answer you're looking for but it's something you could work with.
Also, I noticed if Junk Yard Dog is run at the start of a map by a Computer player, all Neutral players (dont know about p12) critters in that map are frozen until they are issued to move somewhere or are moved from their starting point... Maybe you could incorporate this into helping you out...
When you move it, always center a location on the unit when he is out of it, and while in it, order the critter.
command atmost 0 terran building, switch 1 cleared - Create a terran building with 1 hp, while it is alive, set switch 1, when it dies, clear switch 1.
when the computer player with the terran building owns 0 of the building, create a new one. Wait 100 milliseconds to set the percent of its hp to 1%, and make sure it has 100 hp.
p1 brings atmost0 critter to location1, center location on critter, preserve trigger
p1 brings atmost0 critter to location1, switch 1 is set, order all critter owned by p1 at anywhere to location1, clear switch 1.
- should work
Well, you have to use the order or move command sometime in order to make the cirtter move. theres no other way...
QUOTE
I dont want to hear use hold position or make a location that tells it to move to a certain place for the entire game
well, the follow the observer or "unitx" is the best idea here so far.. *bleepy* YOU FOR POSTING IT FIRST!!!

Yeah it's part of the critter base AI or something like that. You could mod SC and have to run your map under a mod to get rid of the wandering but otherwise I would go with Killer's idea. It seems the simplest.
Uh, well, actually, Hold Position makes the critter stop wandering like a faggot.
So if you put a special trigger that allows that (not sure if you can) that probly solves your question o_o
I hope no one laughs at me.
Haha
My idea is best
EDIT - Also, who would want an observer over the critter, just makes it blurry and gay.
Meh, whatever.

I don't think there is a really good way to do what you want. It basicly require that you detect when a player is controling the critter or has it selected.
(this assumes a player change to human player doesn't mess up the junkyard command)The best thing i could think of doing is create a timer system with a centered location. Say you center a 1x1 location on the unit. Add deaths to a counter as long as the unit is in the location. If the counter reaches a certain level then give the unit to a computer player run junkyard dog and then give it back to the player.
The idea behind this is when the human player is ordering it to move it will be in constant movement until they STOP ordering it to move around. When they stop moving it it will sit there in the same place and the counter will reach its max value thus ordering it to junkyard once again.
The triggers would resemble something like this.
| Trigger |
| Conditions: |
| ¤ Current player brings at least 1 'unit' to location 1x1 |
| Actions: |
¤ Set Deaths to add one for 'unused unit' for current player.
|
| ¤ Preserve Trigger |
| Trigger |
| Conditions: |
| ¤ Current player brings exactly 0 unit to location 1x1 |
| Actions: |
¤ Set Deaths to 0 for 'unused unit' for current player
|
¤ Center location 1x1 on unit owned by Current player
|
| ¤ Preserve Trigger |
| Trigger |
| Conditions: |
¤ HUman Player brings at least one unit to 1x1
|
| ¤ Human player suffers at least X deaths of unit. (maybe 24 w/ hypers) |
| Actions: |
¤ Set Deaths to 0 for 'unused unit' for Human Player
|
¤ Give all unit owned by Human Player at 1x1 to player 'Human Player'
|
¤ Run AI script Junkyard dog at 1x1
|
¤ Give all unit for 'comp' at 1x1 to Human Player
|
| ¤ Preserve Trigger |
Note this last trigger needs to be owned by the computer player that the unit is given to inorder for junkyard dog to work. And alternative to this however is to set a switch, then run the wait 0. And to have a trigger owned by that player to run the junkyard dog and clear the switchBest of luck

Critters owned by human players wonder around no matter what you do, unless you hold position or give them a direct order to move somewhere.
If you create a critter for a computer player it won't move around, like it's holding position... but if you give it to a human player it will start moving around.
My suggestion is getting used to hitting "h" alot. =)
QUOTE("kenoli)
Critters owned by human players wonder around no matter what you do, unless you hold position or give them a direct order to move somewhere.
If you create a critter for a computer player it won't move around, like it's holding position... but if you give it to a human player it will start moving around.
My suggestion is getting used to hitting "h" alot. =)
Umm, no? What I put has a few bugs, and I'm making the perfect way, almost have it other than waits.
Also, why would you use a 1x1 when you could use a 0x0, Bolt?
QUOTE("kenoli)
Also, why would you use a 1x1 when you could use a 0x0, Bolt?
[right][snapback]233417[/snapback][/right]
It doesn't matter.