Hey so I'm trying out a hero recovery system where a Zerg queen deep tunnels back to a recovery area when she gets to low health. I'd like it so that she can't move, but can still turn to attack any enemies that might enter the recovery area. I'm using a behavior on her and I've tried setting movement speed maximum to 0, as well as the suppress movement option. Both make her unable to turn. Suggestions?
turning is part of movement, so I think that if you suppress movement, then you are also suppressing turning.
While I believe that there is a way through enabling and disabling various behaviors, you could also try setting max movement speed to .001, and then setting the turn rate to 1000+ or something (if it isn't already). She could still move, but it would be so slowly you may not notice?
The above could also work; changing ownership, and issuing the "hold position" command.
First of all try all possible configurations of setting linear movement parameters to 0 and angular ones to high values, if speed doesn't work try acceleration. There's also a "turn before moving" flag, as well as a "moveable" one which I've never fiddled with.
Rather than change ownership of the unit, which interferes with score and kill credit amongst other things, try rendering the unit "uncommandable" instead. This will block all direct user input (make sure to clear queued orders too!), but won't stop the unit from actually taking any actions if it receives a valid prompt to do so (autocast, triggers, weapon scan...)
You could also try copying/editing the base Move ability. Since Move and Turn are distinct ability commands it should be possible to attach Requirements. Just make sure you check for a unique dummy buff and/or unit type so you don't accidentally paralyse everyone.
Well I decided to go with the make unit uncommandable and hold position option. She doesn't really have any abilities that would be all that important to let the player use while recovering.
Hey so I'm trying out a hero recovery system where a Zerg queen deep tunnels back to a recovery area when she gets to low health. I'd like it so that she can't move, but can still turn to attack any enemies that might enter the recovery area. I'm using a behavior on her and I've tried setting movement speed maximum to 0, as well as the suppress movement option. Both make her unable to turn. Suggestions?
turning is part of movement, so I think that if you suppress movement, then you are also suppressing turning.
While I believe that there is a way through enabling and disabling various behaviors, you could also try setting max movement speed to .001, and then setting the turn rate to 1000+ or something (if it isn't already). She could still move, but it would be so slowly you may not notice?
The above could also work; changing ownership, and issuing the "hold position" command.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
First of all try all possible configurations of setting linear movement parameters to 0 and angular ones to high values, if speed doesn't work try acceleration. There's also a "turn before moving" flag, as well as a "moveable" one which I've never fiddled with.
Rather than change ownership of the unit, which interferes with score and kill credit amongst other things, try rendering the unit "uncommandable" instead. This will block all direct user input (make sure to clear queued orders too!), but won't stop the unit from actually taking any actions if it receives a valid prompt to do so (autocast, triggers, weapon scan...)
You could also try copying/editing the base Move ability. Since Move and Turn are distinct ability commands it should be possible to attach Requirements. Just make sure you check for a unique dummy buff and/or unit type so you don't accidentally paralyse everyone.
Well I decided to go with the make unit uncommandable and hold position option. She doesn't really have any abilities that would be all that important to let the player use while recovering.
I always found the set movement speed to the smallest non-zero value method was as good as stopped.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg