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Solution: Neutral players units ignore guard position.

10-08-2003, 01:47 AM#1
Grater
Code:
Chase Bloodmage Forever
    Events
        Unit - A unit owned by Neutral Hostile Is issued an order targeting a point
    Conditions
    Actions
        Trigger - Turn off (This trigger)
        Unit - Order (Ordered unit) to Attack-Move To (Position of Blood Mage 0000 <gen>)
        Trigger - Turn on (This trigger)

It's simple enough, just catch the "move" order issued to make the unit return, then immediately give the unit a new order. Make sure to do that turn off, turn on deal or you may end up with an infinite recursion faster than you can say "wtf it crashed".

I now have a map where the creeps happily chase my bloodmage forever :). In other maps where I want a few, specific creeps to chase forever, or go cross-country I'll give them to neutral extra and make neutral extra enemies with everyone except neutral hostile.

If you dont have a specific place you want creeps to move or attack to, this trigger seems to work well to cause them to agressively chase players all over the place.
Code:
Dont go home
    Events
        Unit - A unit owned by Neutral Hostile Is issued an order targeting a point
    Conditions
        (Issued order) Equal to (Order(move))
    Actions
        Unit - Order (Ordered unit) to Attack-Move To ((Position of (Ordered unit)) offset by 400.00 towards (Facing of (Ordered unit)) degrees)
        Unit - Set (Ordered unit) acquisition range to 800.00