| 12-15-2008, 01:06 PM | #1 |
Basically I've been working on a sort of mini AI if you'd even call it that, which improves the creep waves lane movement slightly. Its a two-part question: Creep Movement - Firstly I made waves move as groups (Easy as pie). - Next I began storing them into groups as there are some corners & points on map, where I need to re-order them, but don't want them suddenly breaking up. I'd now like to take it a little step further but I'm a bit stuck. Basically I want it so Creep waves merge together when they come within close proximity. I.e. if say creep wave 2 reaches creep wave 1 and there still alive, they'll merge together becoming creep wave 2. I'm not sure which is the best method in achieving this? How would you do it, what do you think is the easiest way? A method I was considering is:
Sounds good/bad? Creep Harassing In 6v6, another thing that really gets on my nerves is how the creeps chase you across the map. So basically you can lure or trick an entire lane away. I've been trying to think of a way to prevent this. Similar to the above method, I was thinking simply:
Sounds good/bad? === thx for any input, suggestions or general advice |
| 12-15-2008, 02:21 PM | #2 |
And what (about creep harassing) if the hero that the creeps are after has just a little bit health left and moves slower than the creeps (has some buff for example). Then, suddenly the lucky shmuck gets away, because the creeps have been reordered. This is just one thing that came to mind. First idea (creep movement) is descent. It would suck if for some reason ranged units of the second wave would move in front of the first wave's melee units. |
| 12-15-2008, 03:57 PM | #3 |
Creep Movement Good. Creep Harassing Good. I like the idea, it makes them look organized. They look stupid when they chase a unit until they die. It also takes away the tactical advantage to the luring player. |
| 12-15-2008, 03:59 PM | #4 | |
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Ah yea good point, but having a 8-10 second counter before they resume after NOT being in combat, should help prevent this. Generally I'd prefer creeps to focus on their lanes & smashing down towers than chasing after Heroes anyways. === Oh btw I'm mainly enquiring about the method used, like trigger wise, efficiency etc. ? Would you have a better method etc. |
| 12-15-2008, 04:07 PM | #5 | |
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| 12-15-2008, 07:54 PM | #6 |
id do a periodic check for all groups, if they are neat another one, just added them, no need to check on every attack/damage the problem I forsee with your lane control is that when you re-order creeps to "attackmove" to the correct position, they will:
1 option I can see is to regionfy all creep lanes, and attempt to keep them in those regions - but then a hero could stand outside and pummle them w/o remorse - so that has issues too also, your timer will have issues, because I bet if a hero really wants to lure a wave, he will stay in range of the creeps so as to allow them to continually hit him very so often to accomplish their goal, thus defeating your timer idea |
| 12-15-2008, 08:17 PM | #7 |
In concern to this new problem, you could probably use a pathing algorithm like PAS that lets you set up nodal areas and forces units to take a certain path. I'm no expert in the field, so it's just a suggestion. |
