A part of this map provides an periodic spawned Automaton that you can use to go to certain beacons which in exchange for a certain amount of minerals will destroy the automaton and spawn you a desired unit you paid for at your home base.
The only problem that comes along with this is that the Automaton's move by themself, sometimes into a beacon, destroying them and spawning a certain unit you didn't want to have.
What do I need in the data editor to make sure that the Automaton cannot move by themselves, but can still move to a certain point that you ordered them to move to?
for the Automaton, scroll down the unit screen and find UI - Fidget +. When you double click on it the little window pops up, be sure to be in the (None) tab or whatever. You will notice 2 options, Distance Minimum and Distance Maximum. Change both of those to 0.
It also might have a wander behavior check the behavior tabs and remove behaviors of type wander. If your going to use a different unit and just remodel it don't use civilians because they definitely have a wander behavior.
its in the units tab search critter select auto man click ui-fidget when it opens click ui again and lower move to 10 (this is what all melee units have)and make idle 80 so it should be animation 10 idle 80 move 0 turn 10
It also might have a wander behavior check the behavior tabs and remove behaviors of type wander. If your going to use a different unit and just remodel it don't use civilians because they definitely have a wander behavior.
Hey, I checked this out cause for me it seemed the most simple thing to do (to manage for my I.Q. :P and it didn't have a wander behavior. However I added the Wander on a Leash (short) behavior and that did the trick to keep it in bound, ty all!
Hey all, I'm working on a map.
A part of this map provides an periodic spawned Automaton that you can use to go to certain beacons which in exchange for a certain amount of minerals will destroy the automaton and spawn you a desired unit you paid for at your home base.
The only problem that comes along with this is that the Automaton's move by themself, sometimes into a beacon, destroying them and spawning a certain unit you didn't want to have.
What do I need in the data editor to make sure that the Automaton cannot move by themselves, but can still move to a certain point that you ordered them to move to?
@eLeCtroDiels: Go
Just take a normal unit (like civilian or something) and change its model to utility bot.
@tFighterPilot: Go
for the Automaton, scroll down the unit screen and find UI - Fidget +. When you double click on it the little window pops up, be sure to be in the (None) tab or whatever. You will notice 2 options, Distance Minimum and Distance Maximum. Change both of those to 0.
I've never tested this myself but it might work.
It also might have a wander behavior check the behavior tabs and remove behaviors of type wander. If your going to use a different unit and just remodel it don't use civilians because they definitely have a wander behavior.
@eLeCtroDiels: Go
its in the units tab search critter select auto man click ui-fidget when it opens click ui again and lower move to 10 (this is what all melee units have)and make idle 80 so it should be animation 10 idle 80 move 0 turn 10
Hey, I checked this out cause for me it seemed the most simple thing to do (to manage for my I.Q. :P and it didn't have a wander behavior. However I added the Wander on a Leash (short) behavior and that did the trick to keep it in bound, ty all!
@eLeCtroDiels: Go
glad it worked for you but i hope you know my way was less messier it works too ive tested it...
@aczchef: Go
Yea it probably is, and I might change it later but for now it will do. I was feeling too lazy to be honest :D