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Making every unit stop at once
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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Wed Jan 09, 2013 12:11 am    Post subject:  Making every unit stop at once Reply with quote  Mark this post and the followings unread

I'm working on a Sigma Harmonizer (from Red Alert 3 Uprising) type of mission and I want every unit of the player (which changes house to a dummy once Harmonizer is 'online') to stop what they're doing at once.

Changing house makes them stop moving, but once fired at, they will scatter. So I'm wondering if there's a possibility to make every unit go into sleep or stick mode for the time it's 'online'.

I've tried with AttachEffect, movement to 0.0, but that has a max cellspread of 10, and I don't want to spawn a dummy unit which attacks them all to make them stop.

TL;DR
Any unit on the map has to stop moving at some point, it should become sticky or sleep mode, or whatever is required to make them solid at current position.

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Mental Omega 3.0 Mission creator - Creator of FinalOmega: APYR 3.0 Map Editor

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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Wed Jan 09, 2013 5:21 am    Post subject: Reply with quote  Mark this post and the followings unread

I have no idea, but I can tell you that several people tried their best to get units to just ztyping stop moving when trying to get Abductors in Ares to work, and all the "obvious" solutions didn't work.

I don't know if that bug is still current. If not, Alex might have a solution.

Either way, do tell if you find a way.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Jan 09, 2013 5:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Can't you just EMP them?

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Wed Jan 09, 2013 8:06 am    Post subject: Reply with quote  Mark this post and the followings unread

That would show the emp'd anim then.

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Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Wed Jan 09, 2013 11:34 am    Post subject: Reply with quote  Mark this post and the followings unread

detonate warheads on a number of waypoints covering the whole map? a lot of work tho.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Fri Jan 11, 2013 8:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Taken from this topic. Maybe you could improvise it somehow?
Lin Kuei Ominae wrote:
Via a trigger, assign to all neutral units on the map a script, which has only one action: Do This... 0 - Sleep

The units will now sleep and never move, shoot back and simply stay on their cell.

Pro:
-units don't need to be modified and keep their default rules.ini settings.
Cons:
-needs some trigger/script work to be done and must be probably assigned to each single neutral unit. (not tested yet if there can be done a global trigger/script/team that automatically applies to all neutral units on the map)

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Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Sat Jan 12, 2013 1:44 am    Post subject: Reply with quote  Mark this post and the followings unread

This might be a shot in the dark, but you could try the "All To Hunt..." trigger (#6 in Tiberian Sun)
This makes all units of a house hunt a specified house. So if they are ordered to "hunt" a house that has no units on the map, perhaps they will stop moving.

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Sat Jan 12, 2013 12:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

I managed to make them stop moving by changing the unit's house to a dummy one, allied to everyone on the map. The thing is, they would move when attacked, there goes the whole 'frozen in time' idea.

So I made a waypoint grid that adds a trigger with a teamtype that will be spawned and attacks the closest target, then dies.

Starkku gave me his script to add rain, first thing I noticed is that for each waypoint it sets, it adds a trigger.
The list of triggers would be extremely high, so I modified it to put 19 reinforcement at waypoint actions in a trigger, then add a 'disable trigger' action after it, so now the list is tidy and small. Works like a charm.

Is there anyone that wants a tutorial about this?

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Mental Omega 3.0 Mission creator - Creator of FinalOmega: APYR 3.0 Map Editor

/ppm/'s stupidity

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