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Need help - neutral hostile creep movement

05-20-2003, 05:36 PM#1
KrEmAyTu91
My old thread got deleted because of the bug server crash thingy, so I guess I'll repost this. Anyways, I'm making a tower wars-type map. The triggers should work exactly like tower wars because it creates creeps to spawn and run... but the problem is that their AI is screwed up (because the owner of the unit is neutral hostile, not a player, like in tower wars) and whenever the unit gets attacked, they will run back to the location they originally spawned in, and start all over again. Anways, one of you guys said that the only way to fix my map is to make the owner of the creeps a player, not neutral hostile, and make my map a maximum of 10 players. However, another one of you (sorry i forgot your names) said that there is a way for me to change the neutral hostile AI to a player after I replied saying it's gonna suck for me having to change my map to 10 players, because it was built for 12. I got an email, saying someone replied after I asked how, but the server crashed before I could read it, so anyways let me ask the question again:

"Is there a way to change the neutral hostile AI to the same as a player AI on my map so that the creeps don't try to run back to their spawn location after they get attacked?"
05-20-2003, 05:49 PM#2
WindForce
You shouldn't use Neutral Hostile for that :(
05-20-2003, 06:32 PM#3
KrEmAyTu91
Yeah I know, but IF there is a way to change their AI i want to know it, because my map was originally made for 12 players and changing it to 10 will mean I will have to redo the terrain and change a lot of my triggers...
05-20-2003, 06:42 PM#4
MrDoomMaster
Changing AI of a player slot, such as Neutral Passive or Neutral Hostile is something not many people are able to do. I, personally, have not even cared to bother with changing AI.

I say 10 players is just as good as 12. I have made a TD map before and subtracting 2 player slots does not require major time consuming changes.

Your best and quickest way to fix that problem is make the creeps controlled by Player 12, and use the other 11 player slots for users. If you choose any other alternative method of making the AI work, you will be spending over twice as much time fixing the problem.

I wish that you would respect this method, it is the quickest way.
05-20-2003, 07:01 PM#5
Earth-Fury
u must fond a trigger lie game: use ai script, and use a script like a basic human mele ai, that MIGHT work.
05-20-2003, 07:06 PM#6
MrDoomMaster
the AI functions are the essencial default functions of a blizzard approved Melee map. These are NEVER used for custom maps, and should not be used in the case of a TD either.

Creation of an AI calls for, if i'm not mistaken, a custom programming job. I don't know all of the details but this might have something to do with programming in a TXT file.
05-20-2003, 09:01 PM#7
Earth-Fury
hhmmm, correct mdm. as i understand it, ai in wc3, is a jass script. you must become a jass ninja grasshoper to do what you will with moding young one.