| 07-11-2003, 11:46 AM | #1 |
Yes there is a bug with TFT - Superinteligent units. It doesn't happen everytime but when you order an unit to move and it sees an enemy THE UNIT will attack him instead of keeping moving. Also sometimes the units retreat when they don't have to. That's the reason for some map problems I saw somewhere. |
| 07-11-2003, 12:36 PM | #2 |
PC units will allways return to thier guard positions if you order them to move. The way to fix this is editing the game constants (Advanced - > Game Constants) CLick the box to Use Custom Data. Scroll down until you see info about Creep Guard Distance and Return time (i forget the exact name). Change the Guard distance to 9999 and time to something like 360 seconds or so. |
| 07-11-2003, 12:39 PM | #3 |
I did that for my hero Arena, but I though it only works on creeps. Well but the move command issue is real and was confirmed by some players. |
| 07-11-2003, 02:39 PM | #4 |
Guest | Just wondering but after a unit moves to an area and it stops.. Is there an order that can detect that? i'm not looking for unit enters point type things i'm looking for unit has an issued order with no target. Order = ?.... Stop doesn't work as the order so i was wondering if anyone knows what it could be. |
| 07-11-2003, 03:51 PM | #5 |
When a unit stops itself there is no order. |
| 07-11-2003, 03:59 PM | #6 |
Guest | Thats so gay because you can't check a units order without an event response which is just stuipd so there is no way to check an order of a group of units. I developed a way that would work by using 3 triggers but it won't work if you can't detect when i unit stops moving it won't work. Does anyone know a work around to checking a units order from a group of units. |
