Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: AI help. Telling a unit to stay still
AI help. Telling a unit to stay still
Sep 4 2008, 3:05 am
By: WindowsXPTurion  

Sep 4 2008, 3:05 am WindowsXPTurion Post #1



I need to know how to make a unit never move from a position but still be able to shoot or attk. How is this done? :wtfage:



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Sep 4 2008, 3:14 am CecilSunkure Post #2



Center locs a + b on the unit, A is 2x2, b is 5x5, when player brings 0 units to a, move unit at b to a



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Sep 4 2008, 3:18 am WindowsXPTurion Post #3



srry but I just found a way. I just created a location that was over water and had the unit move there it immobilizes it thanks though



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Sep 4 2008, 3:51 am rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from WindowsXPTurion
srry but I just found a way. I just created a location that was over water and had the unit move there it immobilizes it thanks though
You can also constantly move it off the map, which will work for air units. If you encounter problems with it not being attackable/attacking, you can use an inverted location to make it stand still by detecting when it's not in that location (which should be as soon as it moves 1 pixel in any direction).



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Sep 4 2008, 4:25 am CecilSunkure Post #5



Quote from WindowsXPTurion
srry but I just found a way. I just created a location that was over water and had the unit move there it immobilizes it thanks though

Oh i didnt know they could still attack with that trigger :O



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Sep 5 2008, 12:47 am Falkoner Post #6



They can, although they have trouble locking on to a target, and other units attacking them often miss, and also have difficulty targeting them.



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[07:41 pm]
Ultraviolet -- just sent you a message on Discord. I suspect you're probably trying to change unit speeds for units that don't use flingy.dat for movement (like any units that walk instead of hovering/flying). You can change their movement to flingy, but they unfortunately look more like they're gliding than walking when you do that.
[07:31 pm]
Symmetry -- EE2, I've been using setdatfile successfully for units.dat and weapons.dat but the flingy changes don't seem to happen
[05:25 pm]
Ultraviolet -- in EE2 you just open DatEdit, go to the flingy tab, and make whatever changes you want. Though if you want to do dynamic shit, you have to use the trigger editor with the setdatfile action. And of course you have to inject your changes when done. Can give more specific troubleshooting advice if you provide more details
[05:20 pm]
Ultraviolet -- Symmetry
Symmetry shouted: why can't I seem to make eud editor change flingy.dat D:
Are you using EE2 or EE3?
[04:57 pm]
Symmetry -- wdym
[02:24 pm]
Apos -- :wob:
[04:16 am]
NudeRaider -- files in c:\program files\ are protected
[2026-7-11. : 8:11 pm]
Symmetry -- why can't I seem to make eud editor change flingy.dat D:
[2026-7-11. : 4:33 pm]
Ultraviolet -- :wob:
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