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Confusion, Driving me NUTS!

08-23-2003, 09:15 AM#1
Dark_Baron_Prot
I'm sure everyone has played the escape from hell games, or the mail man dodge games, but since that dreaded TFT patch (that screwed up a good game) now no units ever move..

Can somebody please explain to me why and how to fix this,,

units no longer wander I give them the wander ability, but still ether they don't move but every couple minutes, and it they do move, it's a very very short distance, maybe one step... That deffinatly needs to be fixed..

and second, why do patroling units stop for a couple seconds then patrol back , and stop again (that is annoying) how about if a unit has a set path (i.e. unit enters region, order unit to goto region.. unit enters region, order unit to goto region.. unit enters region, order unit to goto region...) they will walk to there spots, but they will stop there for a couple seconds and then move to their next spot, they get all bunched up, and creates ungodly lag..

Can anybody tell me how to fix these problems so I can go back to making good maps again? (good maps,, who am I fooling lol)

Thanks for your help,
Dark_Baron_Prot
08-23-2003, 09:19 AM#2
Draco
Well, you could pick all units and order them to move in random spot not great than 1000 away from current postion.


That's Random point in region(position of unit(1000 er whatever)) for the trigger action. Refer to them as picked units.
08-23-2003, 09:40 AM#3
Dark_Baron_Prot
but wouldn't that make them all move at the same time? that would be pritty predictable, what happened to the wander ability? units would move by themselves, very unpredictable... Thank you for the suggestion, I might try that if all else fails..
08-23-2003, 09:41 AM#4
Draco
Well, you would have to move all at once. Just pick 10 or so and move them per time using the For Integer A action.
08-23-2003, 09:47 AM#5
Zoizite
every X seconds

pick random unit in unit group (units in region owned by player x)

order picked unit to move to (random point in region)
08-23-2003, 09:49 AM#6
Draco
That would only move one at a time very slowly; unless you made it a realy small periodic time which would cause major lag.
08-23-2003, 09:54 AM#7
Dark_Baron_Prot
Brilliant!

now, if you can be ever so helpfull in knowing a way to fix the units moving to there regions and stoping then moving on, I guess the best example I can make for this is if you look at a TD,, the units walk their path all the way to the end,, but for some reason on all of my maps (not TD's) the monsters will take their sweet time walking the path, stoping at each region, sight-seeing, you know just driving like old people... it's messing up my game,, lol
08-23-2003, 03:51 PM#8
Draco
Lemme see the triggers you are using. A really easy way I think would be to put ground pathing blockers around both sides of the road to get all they was there (if it's a TD); then just order the units to move all the way there.
08-23-2003, 08:02 PM#9
Dark_Baron_Prot
Event, Unit - A unit enters Long Patrol 0 Start <gen)
Condition, (Owner of (Triggering unit)) Equal to Player 12 (Brown)
Action, Unit - Order (Triggering unit) to Move to (Center of Long Patrol 1 <gen>)

Event, Unit - A unit enters Long Patrol 1 <gen)
Condition, (Owner of (Triggering unit)) Equal to Player 12 (Brown)
Action, Unit - Order (Triggering unit) to Move to (Center of Long Patrol 2 <gen>)

Event, Unit - A unit enters Long Patrol 2 <gen)
Condition, (Owner of (Triggering unit)) Equal to Player 12 (Brown)
Action, Unit - Order (Triggering unit) to Move to (Center of Long Patrol 3 <gen>)

you get the hint if you want to see first hand what everything is doing goto http://www.angelfire.com/games5/cueballs/wc3.html I have a list of some of the games I have made but since the TFT patch they all seem to be a little messed up in their own ways..
08-23-2003, 08:07 PM#10
Dark_Baron_Prot
Except for "-=DOOM=- -=BETA 1=-" and "-=DOOM=- -=BETA 2=-" they both work fine (so far) but all the others, thats a different story...