Staredit Network

Staredit Network -> UMS Assistance -> Stay Still!
Report, edit, etc...Posted by iHaveNoRegrets on 2006-11-02 at 02:06:36
I need the same results as using triggers to Move Unit to an unplacable location:

1. The unit cannot be moved.
2. The unit can attack.

But I need one more:

3. The unit can take normal battle damage, not vHP.

I cannot block it in and it is being placed freely with a scv:

Build turret... replaced with unit... unit defends with its life.

EDIT:
There is an additional two allied computers for use.
Report, edit, etc...Posted by Rantent on 2006-11-02 at 12:37:30
Moved to assistance.
Report, edit, etc...Posted by JaFF on 2006-11-02 at 13:35:21
Basically, what you want is a unit to stand on one place. Some units like the marine can attack while disabled, I think (correct me if I'm wrong on this one). How many units like this will be placed?

If there will be a lot of units like this, I have only one idea:

When a unit like this is created, you create a burrowd computer unit under him. If you do like this, there wil lbe a burrowed unit for each "fighter unit", and the burrowed units will represent the spot where the fighter units were placed initially. Since you have two computer slots, you must center a 1x1 (pixel) location on them (the burrowed units) one by one (see "grid" in the tutorials if you don't understand what I mean). If you bring exactly zero units of the needed (fighter) type in that location, you must get the closest unit of that type back in there. To do that, you must have another location that's the size of a turret (since you can't build a turret closer to a unit than the turret's own size, and let's hope the unit won't leave this location by the time the trigger gets to it) and center this location where the 1x1 pixel location is at, and move 1 unit from location A to location A (A is the turret size location). If you have zero units of the needed type in location A after the "get unit back" trigger runs, this means that the unit is dead, and you remove the burrowed unit at that location.

The tricky part is that the unit can leave the turret-size location when you have a lot of units placed like that, so you might want to use different types of burrowed units to run multiple cycles (like described above) at the same time. And also don't forget - if there are too many ground enemy units around your unit, you can't move him back. sad.gif

If you have only a fiew units, that must not move, you can simply center a 1x1 pixel location on each, and the rest is easy...

OK, I may be bad at explaining, but that idea should work fine... tongue.gif
Report, edit, etc...Posted by DooM77 on 2006-11-02 at 13:42:19
See also alternative alghoritm I described in your previous post.

QUOTE
and let's hope the unit won't leave this location by the time the trigger gets to it

Regard it as impossible if you are using hyper triggers.
Report, edit, etc...Posted by JaFF on 2006-11-02 at 14:06:39
QUOTE(DooM77 @ Nov 2 2006, 09:42 PM)
See also alternative alghoritm I described in your previous post.
Regard it as impossible if you are using hyper triggers.
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Not true. if you have atleast 12 unit placed like that, each unit will have a second to move about... 1,5 tiles. That's quite possible, if you start moving at the right moment.

You need to use different burrowed units at the same time if you're planning on having a lot of units... or if you're using a cool unit type like a marine, you can just disable them. (if I'm not wrong about that disabe part tongue.gif )
Report, edit, etc...Posted by Kenoli on 2006-11-02 at 14:11:32
Disabled Marines cannot attack.
Report, edit, etc...Posted by CheatEnabled on 2006-11-03 at 15:49:08
You could use invisble bunkers filled with marines, then add a disabled marine on top.
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