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Staredit Network -> UMS Assistance -> Immobile Units
Report, edit, etc...Posted by kholdstare on 2006-07-30 at 21:22:57
Can you make a unit immobile (cannot move at all)? If you can, please explain how. Thanks.
Report, edit, etc...Posted by Zeratul_101 on 2006-07-30 at 21:24:37
MOVE(trigger) to invalid terrain for gorund units and do the same for air units, but to lifted terran buildings instead, as simple as that
Report, edit, etc...Posted by Kenoli on 2006-07-30 at 22:03:51
There is absolutely no reason to split that into two seperate triggers.
Also, it's possible for some other unit to come along and displace the unit being moved.
With the "move to invalid terrain" method, ground units can't move period. And they can still attack.
Report, edit, etc...Posted by LegacyWeapon on 2006-07-30 at 23:57:58
The "that messes up unit atacking though" problem is from targeting.

You cannot attack a unit (certain units you can) that is immobilized by being moved (teleported) to invalid terrain.
Report, edit, etc...Posted by i)D(Elite on 2006-08-02 at 21:37:52
Make a small location on them and if they try to leave it order them or move them back in (I personally prefer order)
You could also just slow it down a really lot by creating and removing burrowed lings under it (with hyper trigs) so it's inconvenient to move it.
If you want to make something like a wall, you can center a location on it and order it to move there if they go to the wall location (Once again with hyper trigs)
Good luck, hope my methods help.
Zeratuls way works best if you don't need it being attacked.
Report, edit, etc...Posted by Mightybass101 on 2006-08-04 at 13:47:39
Couldnt you use the triggers Never and move?

units in location X move to location X
Never

????

Report, edit, etc...Posted by MoonlighTurtle on 2006-08-04 at 14:04:45
The condition Never doesn't do that. A trigger with the condition Never just wont run. And there is no Never action either.
Report, edit, etc...Posted by Mightybass101 on 2006-08-06 at 17:23:20
oh ok....nvm sad.gif
Report, edit, etc...Posted by Sopris on 2006-08-10 at 04:01:06
You know, there are SOME disable doodad state units that won't crash SC and won't move. Look up "Disable list" in Tutorials.
Report, edit, etc...Posted by Chronophobia on 2006-08-10 at 05:43:37
QUOTE(Sopris @ Aug 10 2006, 02:00 AM)
You know, there are SOME disable doodad state units that won't crash SC and won't move. Look up "Disable list" in Tutorials.
[right][snapback]542692[/snapback][/right]


But they won't attack either.
Report, edit, etc...Posted by Kenoli on 2006-08-10 at 15:30:37
Put the unit in a box. Like this:
user posted image
Report, edit, etc...Posted by Sopris on 2006-08-10 at 16:02:43
You know, I've found this to work very well too:

have a 1x1 location on the unit and a 3x3 location over that and...
Trigger
Description:
Players:
¤ Players
Conditions:
¤ When Player brings excactly 0 unit to 1x1 location
Actions:
¤ Move all unit owned by Player at 3x3 location to 1x1 location
¤ Preserve Trigger


It works best with hyper triggers.
Report, edit, etc...Posted by Urmom(U) on 2006-08-10 at 19:32:41
What would be the use of the 3x3 location then if the unit will always be in the 1x1 location?
Report, edit, etc...Posted by Sopris on 2006-08-11 at 12:14:29
what if the unit moves? I thought we were talking about MAKING them immobile
Report, edit, etc...Posted by Urmom(U) on 2006-08-11 at 13:05:13
What I was saying didn't really match with your conditions but if you were going to use your method then you might as well just do:

Always
--------
Move all unit at 1x1 to 1x1
Preserve
Report, edit, etc...Posted by Sopris on 2006-08-11 at 14:22:13
I've done that b4 and they haven't done "what they were supposed to." but that was with a dropship. good idea, urmom
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