Just wanted to share this with the community. I´ve been looking for a system to capture a neutral unit with a pilot and reverse without using a single trigger. Well here you go
Very cool! I took a quick peak and it's pretty well setup, works great.
I noticed your Vehicle - Load-Unload (Vehicle) ability has the Bunker - Range Bonus effect, so I threw a few Player 15 aka Hostile zerglings on the map, because I was wondering if the Tank would shoot and if the marine could (but didn't think the marine would and didn't bother checking if the tank was setup for it) and lo and behold... the zerglings DO NOT engage the Hijacked Tank!!!! If I unload the marine from the tank, they'll try and kill the marine, but the minute I step back into the tank, they return to their position, and will run if being attacked by the tank.
If you changed it so the hostile could engage the neutral, then an 'empty' tank would get destroyed very easily. But would probably require a trigger or 2 to tell hostiles to engage a hijacked tank, but to ignore an empty one.
Thanks for pointing that out. I updloaded an updated version. The problem was that in the hijack ability under target filters the field Player was unchecked.
Just wanted to share this with the community. I´ve been looking for a system to capture a neutral unit with a pilot and reverse without using a single trigger. Well here you go
@petrov1: Go
Very cool! I took a quick peak and it's pretty well setup, works great.
I noticed your Vehicle - Load-Unload (Vehicle) ability has the Bunker - Range Bonus effect, so I threw a few Player 15 aka Hostile zerglings on the map, because I was wondering if the Tank would shoot and if the marine could (but didn't think the marine would and didn't bother checking if the tank was setup for it) and lo and behold... the zerglings DO NOT engage the Hijacked Tank!!!! If I unload the marine from the tank, they'll try and kill the marine, but the minute I step back into the tank, they return to their position, and will run if being attacked by the tank.
If you changed it so the hostile could engage the neutral, then an 'empty' tank would get destroyed very easily. But would probably require a trigger or 2 to tell hostiles to engage a hijacked tank, but to ignore an empty one.
Either way, very nice!
Thanks for pointing that out. I updloaded an updated version. The problem was that in the hijack ability under target filters the field Player was unchecked.
That is awesome. Love it ^^
Very nice, I'm using a modified version of this that makes the unit uncommandable unless it's being driven so other people can't drive your stuff :)
Very Cool! Thanks!