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Staredit Network -> UMS Assistance -> Beacon help
Report, edit, etc...Posted by crono21 on 2006-12-08 at 22:03:27
i played a game called ramdom beacon defence and i want to know how they make that the units can´t move but they can fire.
Report, edit, etc...Posted by Ultramilkman on 2006-12-08 at 22:06:47
Isn't it like how you make oves not move?
Report, edit, etc...Posted by ReCoN on 2006-12-08 at 22:26:27
Can u pm me the map? Cuz i have never seen that before
Report, edit, etc...Posted by Sarge999 on 2006-12-08 at 22:39:39
Not sure of the map your talking about, but one way to do it is to make a location smaller than 1x1 and center it on a unit
Then when the player brings 0 units to that location, move the unit back to the location.
Report, edit, etc...Posted by Koltz on 2006-12-08 at 23:14:55
Disable it, or drag a location "out" of the map onto the grey area and order the units that u dont want to move, move to that location constantly
Report, edit, etc...Posted by Zeratul_101 on 2006-12-08 at 23:34:31
for ground units, MOVE(the action, not the one from the ORDER action) the units onto a location that is over unwalkable terrain(cliffs, water etc.)

for air units, do the same thing, but move them to a location with a lifted-off terran building in it. although i never quite got this one to work -_-
Report, edit, etc...Posted by Ultramilkman on 2006-12-11 at 21:05:43
I think it's this one.
·£´ýºñÄܵðÆ潺0.7 but I can't read it.

Osmaps works I hope, or else we can't find how he did this.

But I thought he ordered all units to stop, because goons will stop attacking and then start again unless in hold. So it's probably a trigger that stop units from moving like the ove one, but how does he do it...
Report, edit, etc...Posted by Pure_Jeenyus on 2006-12-14 at 20:04:50
its as zeratul_101 says, i asked the same question. make sure u have hyper triggers and then just use the move/teleport condition on the unit and make them teleport to an unwalkable location like water or something.

Trigger
Players:
¤ what ever player
Conditions:
¤ always (or whatever condition u want for them to not move)
Actions:
¤ move/teleport all (what ever units u dont want to move) to (a location thats unwalkable)
¤ preserve trigger

Report, edit, etc...Posted by lll on 2006-12-14 at 20:44:41
For air i use zerg caccoons there has to be alot of them covering a location like 1 or so pixels from one another so u can see the land underneith them...then u just always move whatever unit to thats location and peserve the trigger
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