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Guard Distance and neutral, i rode others posts, no effective answers

05-01-2008, 09:05 PM#1
popp
hello everyone, i rode all posts on wc3campaigns about my problem but found nothing really efficient.
It's a 6v6 map + creeps for each team, like dota.
I use the 12 slots for real players.
I used the neutre players for creep and spawn.
I order creeps to go attack on point.

IA - Ignore Unit''s guard position doesn't work with spawning creeps.

I went in constants to fix Guard Return Distance, Guard Return Time (sec), Radius to Notice Building Construction, Radius to Notice Neutral Building Use, etc
Then the creeps dont go back because a too far distance.

The problem is when the're attacked by buildings, and less than half life, they leave battle.
That sucks a lot.

I change towers into units instead, then it's ok with creeps but i can't see anymore towers in fog of war.
With Dummy units it's weird because changing a building into unit make him move a bit and the flag on top of towers are not synchronised, and more it's really complicated and heavy, sure there is something more simple.

If it is possible i would like to disable IA commands linked to neutral players (12 13 14 15).
Does anyone has a good solution ?
05-02-2008, 12:18 PM#2
Panto
You hit the crux of the problem; neutral units are hardcoded to run from towers.
05-02-2008, 12:52 PM#3
popp
i noticed other bug, they don't attack buildings which dont attack them, that's really sucks a lot.
is there any way to change neutral creeps script ?
05-02-2008, 10:07 PM#4
Nuclear Arbitor
you could force them to attack things. thats the only thing i can think of.
05-02-2008, 10:44 PM#5
Switch33
Try changing the "can flee" value to false for all the units see if it helps?
05-02-2008, 11:46 PM#6
popp
@Nuclear Arbitor: that will be heavy and uggly
@Switch33: yes i saw in an other post similar to mine that someone said to make flee value to false but i tried and unfortunatly it does nothing :''(
05-02-2008, 11:48 PM#7
rulerofiron99
Which neutral slots are you using? I find that Neutral Hostile and Passive behave differently to Victim and Extra.
05-03-2008, 01:01 AM#8
popp
i dont use neutral hostile because it display the name of the unit and his level, for the moment it's the player slot 14 and 15 (jass)
neutral extra and nautral passive.
05-04-2008, 06:59 PM#9
Shade987
Don't use neutral passive. Use neutral victim instead.
05-04-2008, 07:26 PM#10
popp
ok but why ? it will still be buggued with guard return.
05-04-2008, 07:44 PM#11
Rising_Dusk
You need to make your structures into units with 0 movement speed and then use dummy structures to simulate the minimap appearance of a structure. Then when a tower dies, remove it's corresponding dummy structure.

And yes, use Player(13) and Player(14) [jass], they are the best for such endeavors. 12 and 15 have hardcoded effects associated with them that are undesirable for maps.
05-04-2008, 10:01 PM#12
popp
ok i will whange my neutral. thanks for the tip.
but i noticed it earlier, if there is an other way i dont want to use dummy units because:
- Units cant be seen in the fog unlike batiments.
- changing a tower into unit make the tower to be bad placed on the area even with a repositionment.
- if your unit has specific angle animation like ancient protector you will see even more the trick with dummy then it's really ugly.
- i planned to allow players to build towers then it's even more heavier map.
In a lot of ways it's difficult and heavy system.
No one knows a simple way to replace/destroy ai script for neutral, i also tried to defeat them but it did nothing.
How is it did in dota ?
05-04-2008, 10:29 PM#13
Rising_Dusk
Quote:
Originally Posted by popp
Units cant be seen in the fog unlike batiments.
You can tick the box for "Use Extended Line of Sight" in the object editor and they can be seen through the fog.
Quote:
Originally Posted by popp
changing a tower into unit make the tower to be bad placed on the area even with a repositionment.
Use SetUnitX/Y, it's not so bad and is a necessary evil to adjust for in order to correct the guard problem.
Quote:
Originally Posted by popp
if your unit has specific angle animation like ancient protector you will see even more the trick with dummy then it's really ugly.
Incorrect, it will still turn fine and work well. Just make sure it has the Root ability.
Quote:
Originally Posted by popp
i planned to allow players to build towers then it's even more heavier map.
Guess you'll have to make them build units and have the tower effect simulated.
Quote:
Originally Posted by popp
How is it did in dota ?
The same way as it's done in every other map -- The way I've elaborated upon above.
05-04-2008, 10:51 PM#14
popp
maybe i didn't understood the way you used dummies, could you explain me more precisly what you do please ?
05-04-2008, 10:55 PM#15
Rising_Dusk
You create a unit type with no model that is a structure and you place it where your unit-towers are. It's that simple. When a unit tower dies, remove the dummy corresponding to it.