I have a suicide-like ability that launches the casting unit at a target location or unit, and at impact does damage in an AOE and kills the casting unit... but when the unit is revived every button on its command card is disabled and attempts to move it result in the error "No units that can receive that command" I can't seem to fix this. I've tried with triggers to "Make unit commandable" or enabling the move ability etc but nothing works or setting the unit's states (unpaused, turnable, movable, etc..) any ideas?
I believe there is a flag you have to check off in the data editor, something along the lines of 'commendable'. You should find this on the unit itself.
Make a behavior that turn the unit uncommandable, (its a flag) then apply the behavior whenever you want to the unit, ProzaicMuze's tutorial about move effect cover this pretty well
Sorry, I think you guys might be misunderstanding. When the unit revives it is already uncommandable - but I want it to be commandable and can't manage to make it be able to move again after it revives.
Maybe I should give a bit more info:
The suicide ability is an Effect - Target which uses an effect type Launch Missile which launches the casting unit at the target and explodes. How can I give the unit back its ability to move after the skill is used? (data or trigger based approaches, just want it to work) I suspect it has to do with the 'Launch Missile' as the unit becomes a missile during the spell. Any way to reverse this?
edit: I made a behavior which is applied when the skill completes (done via triggers) that applies flags Enable Move and Enable Attack. This enables Move, Hold Position, Patrol, and Attack on the units command card but none of its spells or Stop buttons, and the unit still can't move.
Sure, here's the test map I got the ability from. It's not mine, I only added a respawn trigger so you can see the problem I'm getting on my map. As the map will show, even the "Move unit instantly" trigger fails to move the unit.
Ok your using a luanch missile effect that doesnt use an "ammo unit"
Because your launch missile effect doesnt have an "ammo unit" it uses itself as the ammo unit..... I believe this turns your "normal unit" into a "missile unit" missile units are uncommandable. You could possibly do a morph effect on the unit at the end of the missile luanch to morph it back into the original unit.
This is the main reason nobody uses "luanch missile" effects for "jump abilities" because it "JACKS" the unit up.
I have never tried to morph the unit at the end of it though.... forcing a morph on the unit may very well fix the uncommanable issue.... that or you can possibly destroy it ... and recreate the unit..... there are many cases of "jump" abilities you can look at for other work arounds......
because thats basically what your abilities it..... it "jumps/throws itself" as a missile at enemies, does damage. At the end you want it to be commandable again... but because it is now a missile.... it is uncontrolable.
Hmm I've peaked my own interest in this matter......
things to try
Use a trigger to detect when the missile impact effects are done...... and force a "eviroment - effect on unit" create a custom effect that morphs a unit Into the original type of unit you have.... this will need to be hard coded for the specific unit type
You could possibly use a "set effect" for the impact effect and make the "morph effect" the final part of the impact effect sequence....
not really sure if a morph would do the trick but its worth a look.....
though im sure others would have found this usefull in the "jump ability" stuff.
Has anybody ever made a "missle that is commandable" ?
I set the ammo unit in the launch effect to a duplicate of the unit I want to be launched (the duplicate doesn't have hero flags to avoid setting off my respawn trigger) since only this unit uses this ability in my map. I also have a trigger which detects when the ability is used. Then it hides and kills the triggering unit.
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I have a suicide-like ability that launches the casting unit at a target location or unit, and at impact does damage in an AOE and kills the casting unit... but when the unit is revived every button on its command card is disabled and attempts to move it result in the error "No units that can receive that command" I can't seem to fix this. I've tried with triggers to "Make unit commandable" or enabling the move ability etc but nothing works or setting the unit's states (unpaused, turnable, movable, etc..) any ideas?
@felixed: Go
I believe there is a flag you have to check off in the data editor, something along the lines of 'commendable'. You should find this on the unit itself.
Make a behavior that turn the unit uncommandable, (its a flag) then apply the behavior whenever you want to the unit, ProzaicMuze's tutorial about move effect cover this pretty well
http://forums.sc2mapster.com/resources/tutorials/8927-data-panic-and-berserk-unit-states-beginner-difficulty/
Sorry, I think you guys might be misunderstanding. When the unit revives it is already uncommandable - but I want it to be commandable and can't manage to make it be able to move again after it revives.
Maybe I should give a bit more info: The suicide ability is an Effect - Target which uses an effect type Launch Missile which launches the casting unit at the target and explodes. How can I give the unit back its ability to move after the skill is used? (data or trigger based approaches, just want it to work) I suspect it has to do with the 'Launch Missile' as the unit becomes a missile during the spell. Any way to reverse this?
edit: I made a behavior which is applied when the skill completes (done via triggers) that applies flags Enable Move and Enable Attack. This enables Move, Hold Position, Patrol, and Attack on the units command card but none of its spells or Stop buttons, and the unit still can't move.
still unsolved, any thoughts?
@felixed: Go
It might help if you posted the map or at least the effect/behavior chain for the ability that's causing the issue.
@Chiquihuite: Go
Sure, here's the test map I got the ability from. It's not mine, I only added a respawn trigger so you can see the problem I'm getting on my map. As the map will show, even the "Move unit instantly" trigger fails to move the unit.
any thoughts? still seeking help on this, can't figure it out
@felixed: Go
Ok your using a luanch missile effect that doesnt use an "ammo unit"
Because your launch missile effect doesnt have an "ammo unit" it uses itself as the ammo unit..... I believe this turns your "normal unit" into a "missile unit" missile units are uncommandable. You could possibly do a morph effect on the unit at the end of the missile luanch to morph it back into the original unit.
This is the main reason nobody uses "luanch missile" effects for "jump abilities" because it "JACKS" the unit up.
I have never tried to morph the unit at the end of it though.... forcing a morph on the unit may very well fix the uncommanable issue.... that or you can possibly destroy it ... and recreate the unit..... there are many cases of "jump" abilities you can look at for other work arounds......
because thats basically what your abilities it..... it "jumps/throws itself" as a missile at enemies, does damage. At the end you want it to be commandable again... but because it is now a missile.... it is uncontrolable.
Hmm I've peaked my own interest in this matter......
things to try
not really sure if a morph would do the trick but its worth a look.....
though im sure others would have found this usefull in the "jump ability" stuff.
Has anybody ever made a "missle that is commandable" ?
Or
A missile that morphs into another unit?
@SouLCarveRR: Go
Thanks for your advice, helped me work it out.
I set the ammo unit in the launch effect to a duplicate of the unit I want to be launched (the duplicate doesn't have hero flags to avoid setting off my respawn trigger) since only this unit uses this ability in my map. I also have a trigger which detects when the ability is used. Then it hides and kills the triggering unit.