Why is bunker's Load smart command makes the target run to the bunker to load, and medivac's Load smart command doesn't make the target move, but forces medivac to fly towards target. Even if I disable move abil of medivac, it moves to the target to load.
I'd like to force medivac to never move on load, so only the loadable unit to walk closer if he is being loaded by performing medivac's Load command. How could I do that?
I don't have a full solution, but perhaps some useful information to help you find one.
-If you delete the medivac's load ability and replace it with the bunker's load ability (you apparently can't have two tarnsport abilities on one unit), the medivac will still move to load units. Thus, the ability itself isn't actually relevant.
-If you open flags for medivac and uncheck "moveable", then the medivac's load ability will behave just like a bunker. The ever so slight downside to this is that your medivac can no longer move. No big deal though, right?
-Testing this made me realize I don't actually know what causes buildings to be rooted, as the bunker has the moveable flag checked and all my attempts to make the medivac act like a building failed apart from unchecking this flag.
So theoretically you need to disable the medivac's ability to move when it is issued a load command, and re enable it's ability to move after loading or when issued a move command. I'm not sure of how do to that via the data editor. Almost had a working solution via triggers, but not quite.
Thanks, nice findings. Somehow my medivac keeps moving towards the load target even if I turn off Move ability with a behavior. And I haven't found a way to modify "moveable" unit flag neither by behavior nor modify unit effect.
So, maybe additional related question is: how to change "moveable" unit flag with data?
Yea, good ideas. I already tried them and decided to find another way, because:
If I apply movement speed debuff, the problem remains: immobile medivac's load command doesn't force its target to move towards. Lazy fucker marine waits till it get picked up. One more little issue here is that minimum movement speed multiplier is 0.01, not 0. Very slowly moving medivac compromises the idea of a not moving medivac.
Stun affects the ability to load units, by making it impossible to complete.
One other potential idea on how to accomplish this.
If you select a marine and right click on a medivac, the two units will move towards each other and the marine is loaded when they collide. While the units are moving, you can freely issue orders to the medivac (ie tell it to stop), but issuing any order to the marine will cause the medivac to stop. This only works with right click; using move + left click just causes the marine to follow the medivac indefinitely. I'm not sure what ability/order is being issued with right click.
So in theory you could have an ability that says "Tell the targeted unit to right click on the casting unit, then have the casting unit stop". I have no idea if that is actually possible as I'm not well versed in making abilities.
Proof of concept done via triggers. This only handles when orders are issued to the medivac and not when a unit right clicks on the meidvac as again, I don't actually know what ability/order that is.
Right click is a "smart command" - some lower level mechanics to interpret right clicks as different commands depending on the abils units have.
And yes, you right, creating dummy abils that would issue orders to units to act like I want instead of like the abil dictates - is a reasonable workaround. Not like I'm a fan of wrapping dummy stuff, especially if it's order issuing ones, but probably I'll have to go this way in this case, unless someone give a more direct advice about controlling how transport ability works.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Why is bunker's Load smart command makes the target run to the bunker to load, and medivac's Load smart command doesn't make the target move, but forces medivac to fly towards target. Even if I disable move abil of medivac, it moves to the target to load.
I'd like to force medivac to never move on load, so only the loadable unit to walk closer if he is being loaded by performing medivac's Load command. How could I do that?
I don't have a full solution, but perhaps some useful information to help you find one.
-If you delete the medivac's load ability and replace it with the bunker's load ability (you apparently can't have two tarnsport abilities on one unit), the medivac will still move to load units. Thus, the ability itself isn't actually relevant.
-If you open flags for medivac and uncheck "moveable", then the medivac's load ability will behave just like a bunker. The ever so slight downside to this is that your medivac can no longer move. No big deal though, right?
-Testing this made me realize I don't actually know what causes buildings to be rooted, as the bunker has the moveable flag checked and all my attempts to make the medivac act like a building failed apart from unchecking this flag.
So theoretically you need to disable the medivac's ability to move when it is issued a load command, and re enable it's ability to move after loading or when issued a move command. I'm not sure of how do to that via the data editor. Almost had a working solution via triggers, but not quite.
@ZMilla93: Go
Thanks, nice findings. Somehow my medivac keeps moving towards the load target even if I turn off Move ability with a behavior. And I haven't found a way to modify "moveable" unit flag neither by behavior nor modify unit effect.
So, maybe additional related question is: how to change "moveable" unit flag with data?
Don't know how to change the flag, but why don't you simply apply a movement penalty debuff instead, or even a stun debuff?
@NazaraSC2: Go
Yea, good ideas. I already tried them and decided to find another way, because:
If I apply movement speed debuff, the problem remains: immobile medivac's load command doesn't force its target to move towards. Lazy fucker marine waits till it get picked up. One more little issue here is that minimum movement speed multiplier is 0.01, not 0. Very slowly moving medivac compromises the idea of a not moving medivac.
Stun affects the ability to load units, by making it impossible to complete.
One other potential idea on how to accomplish this.
If you select a marine and right click on a medivac, the two units will move towards each other and the marine is loaded when they collide. While the units are moving, you can freely issue orders to the medivac (ie tell it to stop), but issuing any order to the marine will cause the medivac to stop. This only works with right click; using move + left click just causes the marine to follow the medivac indefinitely. I'm not sure what ability/order is being issued with right click.
So in theory you could have an ability that says "Tell the targeted unit to right click on the casting unit, then have the casting unit stop". I have no idea if that is actually possible as I'm not well versed in making abilities.
Proof of concept done via triggers. This only handles when orders are issued to the medivac and not when a unit right clicks on the meidvac as again, I don't actually know what ability/order that is.
@ZMilla93: Go
Right click is a "smart command" - some lower level mechanics to interpret right clicks as different commands depending on the abils units have.
And yes, you right, creating dummy abils that would issue orders to units to act like I want instead of like the abil dictates - is a reasonable workaround. Not like I'm a fan of wrapping dummy stuff, especially if it's order issuing ones, but probably I'll have to go this way in this case, unless someone give a more direct advice about controlling how transport ability works.