| 04-05-2009, 12:11 AM | #1 |
I'm making survivor map and sometimes units are turning back and go back to starting position where there were spawned, how to prevent this ? Players are set as computers (11 and 12) in start menu, team 1(1,2,3,4,5,11) team 2 rest. Happens when they are stucked coz of 1st line of units, an they cant pass thru units so they go back, how to prevent this ? |
| 04-05-2009, 05:54 AM | #2 |
You have to remove the units' guard positions after they have been ordered to move. |
| 04-05-2009, 11:05 AM | #3 |
Did that, I'll take a look now... i did that before but i think this didnt work, but maybe i used it wrong. |
| 04-05-2009, 11:28 AM | #4 |
If that does not work, bboy-tiger-, open your editor and pull down the 'Advanced' menu. Select 'Gameplay Constants' and locate the field 'F) Creeps - Guard Distance' and 'F) Creeps - Guard Return Distance.' Set both of these fields to the highest value possible and this behavior should stop - be warned though that doing so effects the behavior of neutral hostile units as well, or so I am told, and any creeps in your map will not return to their camp positions once provoked. |
| 04-05-2009, 01:12 PM | #5 | |
Quote:
Already did that but its about player units not neutral creeps. Now when there isnt unit guard position, when units can't pass thru hero they just stop.. how to prevent this ? ccc |
| 04-06-2009, 09:28 AM | #6 |
? |
| 04-06-2009, 08:15 PM | #7 |
You could do like this... Trigger: Update Positions![]() ConditionsPS. The Custom Script is for Anti-Leakage. You don't have to use it. |
| 04-07-2009, 03:59 PM | #8 |
Y i did similar like that, but in order to that work, you must not put attack-move action after unit is created, coz it will lagg creeps with this trigger, had that problem, workd fine when i removed order after unit is created, instead i'm using only that, every 1 second attack-move unit. |
