Ya cargo size does not fix it
It states that the Seige tank in siege mode is immobile.
I think because of either the Footprint it uses
the fact that it doesnt have any movement speed
or perhaps that it cant turn or doesnt have a move command?
Dropships can only pick up units with the right cargo size that are movable, I don't think the siege tank is "movable" go into the siege tank unit, under "unit" and check the flag that sais movable,
It's definitely to do with the sieged siege tank not being able to move. If you remove the move ability from any other unit, the medivac can't pick it up. And when you manually click to "Load" it with the medivac it comes up with the error "Can't load immobile units".
If you can figure out how to enable the move ability on the sieged tank you should be able to pick it up with the 'vac. Enabling the movable flag and adding the move ability doesn't seem to work...
Edit: Got it to work...
For siege tank (siege mode):
remove the footprint (Set to None)
Set movement speed to anything above 0 (0.004 min)
Set cargo size to anything above 0
Set acceleration to anything above 0 (0.0625 min)
Now you should able to pick it up with a 'vac. You may want to use triggers or something else to order the tank to stop as soon as it is issued a move order so that it doesn't actually move at all. As far as I can tell there is no way to disable the right clicking "move" command without breaking the medivac pickup. But you CAN remove the move & patrol buttons from the command card without breaking it. :)
As far as I can tell there is no way to disable the right clicking "move" command without breaking the medivac pickup. But you CAN remove the move patrol buttons from the command card without breaking it. :)
Actually you can do that with triggers by disabling smart click when the tank/s are selected. (lol quoting myself xD)
When I have a large blob of Marines + sieged Tanks selected, and I order them to move, the sieged Tanks start to move too and thus ignores to shoot at enemy units.
Would you mind to show me the trigger to make sieged Tanks not take move-command orders?
I didn't try, but should work.
Add a behavior by default to all siege tank SIEGED
Add a period of 0.5 seconds with a effect, lets call it "Disable move"
Add a validator DISABLE, lets call it "Has no move Order", validator type."Unit Order Queue", Validator Ability "Move", Validator : Find "Disable".
"Disable move" is a "Issue order" effect, the Effect Ability "Stop". Play with the flag if that doesn't work.
So we have a behavior that is disable if the unit has no move order. And when he has a move order it get cancelled.by attacking.
Sorry if there any issue with that, I feel too tired to try it. Good luck have fun.
But won't that cancel all of the tanks previous orders, i.e. attack queue? Like if you manually targeted some banelings with your tank and then selected the tanks with the group of marines included and issued a move order, the attack on the banelings would be canceled right?
This cannot be done cleanly via triggers without data support. sure you could right click event with validators but then you would have to load the unit into a unit variable which have limitations which means you would need a threaded response system that would allow you to expand the variable array limits by hold an active trigger which holds he unit using a while loop triggered by external drop triggers which would need to connect to the holding triggers. even if you do this players wouldn't know whats in a unit without a special dialog system. even with this chances you will be limited by trigger overflows, and the lag from running so many looping triggers, you could technically solve the issue again by using banks, but then you worrie about being hacked.
or you can just modify the load/unloab abiltiy and cargo sizes of the unit.
or you can just modify the load/unloab abiltiy and cargo sizes of the unit.
He's already got the medivac picking up the sieged tank using data but as far as I can tell the load ability is hard coded to not pick up immobile units. If I am wrong could you please tell us how this is possible (How to load a tank without the move ability into a medivac)?
The problem he has now is that the move ability messes with the tanks targeting as if it's a moving unit. Ideally it should be treated as an immobile unit (Cannot be issued move orders), be pick up-able by a medivac, and also able to smart command into a medivac (right clicking medivac with tank to load into it).
Hello.
Any idea how to make a Dropship able to pick up a sieged Siege tank? (Just as if they were unsieged. When dropped again, they are unsieged!)
Any way to make this work?
(Maybe triggers are required?)
Tried cargo size?
This is a data question doing it via triggers is increasingly messy. just add cargo size to load, and fix any validators, should take less than 5 min
It seems to be very hard to do in data. Requires very complicated solutions. I was hoping there maybe was a trigger solution to this?
@Kabelkorven: Go
You just change the siege tanks cargo size. Should not be difficult at all.
I have. I´ve also messed around a lot with validators. A dropship just refuses to pick up a sieged Siege Tank.
Or am I doing something fundamentally wrong?
Ya cargo size does not fix it
It states that the Seige tank in siege mode is immobile.
I think because of either the Footprint it uses
the fact that it doesnt have any movement speed
or perhaps that it cant turn or doesnt have a move command?
Check validators on the ability and target filters.
Dropships can only pick up units with the right cargo size that are movable, I don't think the siege tank is "movable" go into the siege tank unit, under "unit" and check the flag that sais movable,
I´ve struggled a lot with this. Nothing seems to work. : /
Anyone else who manages to get it to work?
Or is it just impossible?
@Kabelkorven: Go
It's definitely to do with the sieged siege tank not being able to move. If you remove the move ability from any other unit, the medivac can't pick it up. And when you manually click to "Load" it with the medivac it comes up with the error "Can't load immobile units".
If you can figure out how to enable the move ability on the sieged tank you should be able to pick it up with the 'vac. Enabling the movable flag and adding the move ability doesn't seem to work...
Edit: Got it to work...
For siege tank (siege mode):
Now you should able to pick it up with a 'vac. You may want to use triggers or something else to order the tank to stop as soon as it is issued a move order so that it doesn't actually move at all. As far as I can tell there is no way to disable the right clicking "move" command without breaking the medivac pickup. But you CAN remove the move & patrol buttons from the command card without breaking it. :)
Actually you can do that with triggers by disabling smart click when the tank/s are selected. (lol quoting myself xD)
Ooohh!!
You, sir, are a true hero!
When I have a large blob of Marines + sieged Tanks selected, and I order them to move, the sieged Tanks start to move too and thus ignores to shoot at enemy units.
Would you mind to show me the trigger to make sieged Tanks not take move-command orders?
sorry for the short bump. But I am so eager to finally get this to work.
Anyone knows a trigger or method that prevents sieged Tanks from obeying move commands?
I didn't try, but should work.
So we have a behavior that is disable if the unit has no move order. And when he has a move order it get cancelled.by attacking.
Sorry if there any issue with that, I feel too tired to try it. Good luck have fun.
I realized this is actually a bad idea because then you can't right-click to attack on enemies with the siege tank. (You can only a-click)
But won't that cancel all of the tanks previous orders, i.e. attack queue? Like if you manually targeted some banelings with your tank and then selected the tanks with the group of marines included and issued a move order, the attack on the banelings would be canceled right?
@DeltaV: Go @Kabelkorven: Go
This cannot be done cleanly via triggers without data support. sure you could right click event with validators but then you would have to load the unit into a unit variable which have limitations which means you would need a threaded response system that would allow you to expand the variable array limits by hold an active trigger which holds he unit using a while loop triggered by external drop triggers which would need to connect to the holding triggers. even if you do this players wouldn't know whats in a unit without a special dialog system. even with this chances you will be limited by trigger overflows, and the lag from running so many looping triggers, you could technically solve the issue again by using banks, but then you worrie about being hacked.
or you can just modify the load/unloab abiltiy and cargo sizes of the unit.
He's already got the medivac picking up the sieged tank using data but as far as I can tell the load ability is hard coded to not pick up immobile units. If I am wrong could you please tell us how this is possible (How to load a tank without the move ability into a medivac)?
The problem he has now is that the move ability messes with the tanks targeting as if it's a moving unit. Ideally it should be treated as an immobile unit (Cannot be issued move orders), be pick up-able by a medivac, and also able to smart command into a medivac (right clicking medivac with tank to load into it).
probably a validator, or a siege tank has an odd flag. you just got to look around abit unless someone has encountered the issue.
@SoulTaker916: Go
...so basically you think it's possible but don't know how?
There are no validators at all on the load ability...except for "Not Widow Mine Target" on HotS tank.
It's not a flag on the siege tank because if you test any other unit that has it's move ability removed, it can't be loaded either.