| 03-17-2009, 03:56 PM | #1 |
Hello again; I decided to try my hand at a 6 v 6 AoS using the Neutral Extra and Neutral Victim AI slots. For a while it appeared to work out nicely, however I am now encountering no small amount of difficulty in implementing the triggers that cause the creep spawn waves to move-attack to the opposing base. I will explain; I created a trigger which functions by ordering units to move-attack to the enemy base upon entering rects positioned at their start locations. The creeps move-attack once spawned, but afterwards they recieve a mysterious message to move back to the point of their original start location (this was determined using shared unit control). The commands are sent to all of the units controlled by either AI - the spawns controlled by each keep being issued orders to return to their respective start locations. There are very few triggers active in my map, and this phenomenon continues even while all other triggers are disabled. This leads me to suspect that it may have something to do with the AI; perhaps someone here has experienced a similar situation? |
| 03-18-2009, 03:58 AM | #2 |
Indeed. This question comes up every month or so. You can use a forum search to find what you're looking for. The answer, if I recall correctly, involves Creep Camp Return Distance and an AI trigger to ignore guard position. |
| 03-18-2009, 03:58 AM | #3 |
This is called Guard Position. It's a default AI thing and a common issue. I'm not sure exactly what set of actions, but "Remove AI Guard Positions for Player(Whatever)" is the action you want. Just make it remove them for your two neutral players and all should be well. |
| 03-18-2009, 11:59 AM | #4 |
You cant override neutrals AI by triggers (actually you can, but its damn hard and will take a lot of time). Settings constants Creep Camp Return Distance Creep Camp Return Time to LARGE (9999999) value will cause creeps never return but, anyway they will run from buildings. |
| 03-20-2009, 04:43 PM | #5 | |
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