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 Post subject: How to let units follow ure Builder
PostPosted: Mon Aug 18, 2008 12:29 pm 
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create a case of buildings similar to a farm let 1 building unfinnished blink the Builder inside the case and set the rally point on it,now wait untill the units spawn inside the case the unit will turn to ure builder after some seconds
http://home.arcor.de/manuelvolkel/CFunitcontrol.w3g


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PostPosted: Mon Aug 18, 2008 11:55 pm 
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1. Your replay shows the map name is "Castle Fight v1.11~1.w3x".

2.Even I made a copy and changed the map name to fit the replay, the replay didn't work

===

So I think your map is fake or differ than mine.

===

BTW, perhaps it is a common control nobody thought of such effects.

===

I tested, it works.


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PostPosted: Tue Aug 19, 2008 3:53 am 
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kiraice wrote:

I tested, it works.


But do they stay targeting your worker?


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PostPosted: Tue Aug 19, 2008 9:54 pm 
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crackbubba wrote:
kiraice wrote:

I tested, it works.


But do they stay targeting your worker?


It works like units will always follow your worker and attack only when they don't move. If your worker is constantly moving, units will not respond being attacked. BTW, this following relationship can be canceled by select units and right click on any ground at any time, then units will back to system control again. However, I didn't test units with special move like Human warlocks or Nighelf assassin.


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PostPosted: Tue Aug 19, 2008 10:25 pm 
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kiraice wrote:
However, I didn't test units with special move like Human warlocks or Nighelf assassin.

They will also get their desired AI back.


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PostPosted: Tue Aug 19, 2008 11:05 pm 
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This seems more like an exploit

Tho with the change in that units will walk thru building, it might fix this one automatically :roll:


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