| 05-26-2009, 08:32 AM | #1 |
...talking about a long title... I have an 12 player AoS, meaning I used the Neutral Victim and Neutral Extra player slots as the two forces. So, modified the gameplay constants to let the units move around the map (I've set guard distance, guard return distance and guard return time to their maximum values). The thing is, I also use Neutral Hostile player slot for the creeps, who, like in melee maps, sit in their place and wait for you to come and kill them. But, unlike in melee maps, they will follow you if you try to retreat, no mater how far you go. So my question is this: How can I make the creeps not follow you, but not mess up the computer forces movement? |
| 05-26-2009, 09:25 AM | #2 |
I think you can set up by using Player(15) or Player(16) and leave the neutral hostile and passive alone? I'm not entirely sure. Normally, don't you already have 6 players per one force? Player 1 to Player 6, then Player 7 to Player 12. |
| 05-26-2009, 09:35 AM | #3 |
Neutral Victim and Neutral Extra are Player15 and Player16. Players 1-12 are users, and I needed 2 players for the computer forces, that produce spawn waves. |
| 05-26-2009, 09:40 AM | #4 |
The problem here is that you crippled guard distance in order to make a 12-player map. Therefore I suggest you to emulate the feature manually for neutral creeps. |
| 05-26-2009, 09:45 AM | #5 |
And how do I do that? Is there a command, or should I do something like, check it the creeps has attacked someone in the past few seconds, if not, make it return to it's position. |
| 05-26-2009, 10:03 AM | #6 |
You could store a starting position for each creep and then periodically check all creeps to see if they have moved too far from that position, if yes then order them to move back. |
| 05-26-2009, 10:10 AM | #7 |
Yeah that's what I'll do. i already have their locations stored, so it won't be that hard. Thank you all for your help. |
| 05-26-2009, 12:15 PM | #8 |
You can restore constants data and reorder your swap waves to attack every time move order is issued.... |
