I am having somewhat of a problem with creating a merchant for my game which can travel around the map. The traveling part is not a problem, just simple triggers. My problem is this: if the merchant is movable (which I believe means has the move ability, movable flag checked, and uncommandable unchecked), and the interact ability for players to be able to purchase items, then the player seems to be able to move the merchant. This is a problem because rather than the merchant following a desired trade route a player could take it back to base. So, is there a work around that I am missing that allows players to share control the merchant's purchase abilities, but not the move ability?
So a Wander behaviour is out of the question? Or maybe give it a Click Response that makes it uncommandable for a bit just after a while makes it unselectable or something when it moves again. Or make the interact ability disabled if the merchant is ordered to move via Unit Order Queue validators.
I am having somewhat of a problem with creating a merchant for my game which can travel around the map. The traveling part is not a problem, just simple triggers. My problem is this: if the merchant is movable (which I believe means has the move ability, movable flag checked, and uncommandable unchecked), and the interact ability for players to be able to purchase items, then the player seems to be able to move the merchant. This is a problem because rather than the merchant following a desired trade route a player could take it back to base. So, is there a work around that I am missing that allows players to share control the merchant's purchase abilities, but not the move ability?
So a Wander behaviour is out of the question? Or maybe give it a Click Response that makes it uncommandable for a bit just after a while makes it unselectable or something when it moves again. Or make the interact ability disabled if the merchant is ordered to move via Unit Order Queue validators.
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