To disable auto-attack: set the scan filters of every single weapon you don't want to have automatically attack. You could probably get away with just unchecking the four checkboxes.
To disable right-click attack: set the Smart filters of the Attack abilities in the same way.
That should remove any units that aren't supposed to be in-use, whether running in Test mode or not (for some reason, test mode seems to behave differently, making the extra preplaced units belong to an enemy).
You need to get/set the progress of the unit creating it, not the unit which is under construction itself. However, I haven't seen any way to get/set the progress of a morph thus far. (Also, the function to set progress uses a Real value, so make sure you're dealing with a Real parameter if you want to see the Unit Progress (Percent) function.)
It's quite simple! Use a Create Unit with Default Facing action, and set the point to Unit Rally Point Target Point, and set the unit parameter of that to the barracks you're dealing with.
Unit - Create 1 Marine for player 1 at (Rally point target point for point 1 with target 1 for YourBarracksHere) using default facing (No Options)
Of course, you still need to set up your event to determine when to create the unit. You didn't give details on that, so I don't have anything else to say. :P
Alternatively, if you can reliably detect when the value changes via triggers (and preferably if it's not very often), you should be able to use a trigger to change the tooltip text on the fly via the Catalog Field Value Set action.
Is the kodo ever sitting still? If not, because units tend to stop moving if they can't get to their destination, you might be able to use a trigger to determine when the unit is idle (Unit Becomes Idle event), and Issue AI Order (or just Issue Order) for it to attack the nearest structure if it is. Also, mark the structures as Benign (via a buff behavior with the Benign state flag set) so the AI should only attack those structures if it is directly commanded to by the trigger.
Regarding your suggestion: If the owner moves while one of the ammo unit's move commands are active, the ammo unit will stop moving that direction, which means its circle will end up being offset. Rather than continuing to circle the owner, it might be circling BEHIND the owner. The "Recall" setting for the arm magazine ability would also need to be changed because it prevents the unit from moving more than a tiny amount before being forced back into its location as specified by the hangar ability.
Let's see... I would have to create a behavior that runs a periodic search to determine if the ammo unit is still within leash range of the owner. If it was not, I would have to disable the behavior that causes it to fly in circles, then command it to move back to the owner unit offset by the starting location for its circling behavior. This wouldn't look good while the parent unit is moving.
Is there some way to use the "Turn" command from the Move ability to make the invisible unit from my idea turn, perhaps?
Ask a general question, get a general answer. Ask a specific question, get a specific answer. What's the first thing on your list of things to try to accomplish?
I want these units to fly in circles around the owner.
And I'd like to avoid triggers if at all possible.
In order to do this, because they have a satisfactory motion when I turn the owner unit, I decided that I should perhaps add another (invisible or otherwise) unit as an external magazine which stays with the base unit, and that sub-unit should be the one to spawn the robotic drones. This part would be easy enough for me.
And then I would simply have to make that sub-unit rotate in place. But is there a way to make a unit rotate in place? Can I use a site operator for this, and if so, does it change the actual sub-unit's facing if I use an explicit rotation actor?
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To disable auto-attack: set the scan filters of every single weapon you don't want to have automatically attack. You could probably get away with just unchecking the four checkboxes.
To disable right-click attack: set the Smart filters of the Attack abilities in the same way.
Not sure about disabling right-click to move.
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@CrazyTwigman: Go
When the map is initialized, do these actions: (copied from my map)
That should remove any units that aren't supposed to be in-use, whether running in Test mode or not (for some reason, test mode seems to behave differently, making the extra preplaced units belong to an enemy).
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@HellsAn631: Go
You need to get/set the progress of the unit creating it, not the unit which is under construction itself. However, I haven't seen any way to get/set the progress of a morph thus far. (Also, the function to set progress uses a Real value, so make sure you're dealing with a Real parameter if you want to see the Unit Progress (Percent) function.)
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@strhsxx: Go
It's quite simple! Use a Create Unit with Default Facing action, and set the point to Unit Rally Point Target Point, and set the unit parameter of that to the barracks you're dealing with.
Unit - Create 1 Marine for player 1 at (Rally point target point for point 1 with target 1 for YourBarracksHere) using default facing (No Options)
Of course, you still need to set up your event to determine when to create the unit. You didn't give details on that, so I don't have anything else to say. :P
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Alternatively, if you can reliably detect when the value changes via triggers (and preferably if it's not very often), you should be able to use a trigger to change the tooltip text on the fly via the Catalog Field Value Set action.
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Is the kodo ever sitting still? If not, because units tend to stop moving if they can't get to their destination, you might be able to use a trigger to determine when the unit is idle (Unit Becomes Idle event), and Issue AI Order (or just Issue Order) for it to attack the nearest structure if it is. Also, mark the structures as Benign (via a buff behavior with the Benign state flag set) so the AI should only attack those structures if it is directly commanded to by the trigger.
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Regarding your suggestion: If the owner moves while one of the ammo unit's move commands are active, the ammo unit will stop moving that direction, which means its circle will end up being offset. Rather than continuing to circle the owner, it might be circling BEHIND the owner. The "Recall" setting for the arm magazine ability would also need to be changed because it prevents the unit from moving more than a tiny amount before being forced back into its location as specified by the hangar ability.
Let's see... I would have to create a behavior that runs a periodic search to determine if the ammo unit is still within leash range of the owner. If it was not, I would have to disable the behavior that causes it to fly in circles, then command it to move back to the owner unit offset by the starting location for its circling behavior. This wouldn't look good while the parent unit is moving.
Is there some way to use the "Turn" command from the Move ability to make the invisible unit from my idea turn, perhaps?
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There are a zillion tutorials on this site.
Ask a general question, get a general answer. Ask a specific question, get a specific answer. What's the first thing on your list of things to try to accomplish?
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No, I want them to fly in circles around the owner unit, as shown by the green arrows in my second image. They should never stop.
Also, what you're thinking of is "strafe." :P
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The only mover I'm seeing on the Interceptor is "Fly". (Also, I cloned my unit from the interceptor in the first place.)
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Oops. I frequently get Alpha backwards. Sometimes I think higher means more "Alpha transparency," and other times I think it means opacity. :P
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I have a unit with external magazine units.
I want these units to fly in circles around the owner.
And I'd like to avoid triggers if at all possible.
In order to do this, because they have a satisfactory motion when I turn the owner unit, I decided that I should perhaps add another (invisible or otherwise) unit as an external magazine which stays with the base unit, and that sub-unit should be the one to spawn the robotic drones. This part would be easy enough for me.
And then I would simply have to make that sub-unit rotate in place. But is there a way to make a unit rotate in place? Can I use a site operator for this, and if so, does it change the actual sub-unit's facing if I use an explicit rotation actor?
Or perhaps is there an easier way?
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Okay, you might be able to use this method to make it work if that doesn't. http://forums.sc2mapster.com/development/data/21761-use-ability-while-moving/ (Funny enough, I came across your topic when I wanted to do something similar. :))
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I'd try reducing all the Alpha values in the Fog of War Data tab.
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Suppose a unit had no attack but was controlled by a hangar system like the interceptor. Could it auto-cast an ability then? How about while moving?