| 10-23-2003, 04:34 PM | #1 |
I use this trigger mova1 Events Time - Every 30.00 seconds of game time Conditions Actions Unit Group - Pick every unit in (Units in nplayer1 <gen> owned by t1monsters) and do (Unit - Order (Picked unit) to Attack-Move To (Center of end1 <gen>)) but it has a problem, the units stop a small amount of time (like 1 sec) every time the event comes... I tried with Every 1, 2 or 3 seconds as event, but it was worster... the units walk 1 second and stop for another second... Anyone know how to solve? |
| 10-23-2003, 05:01 PM | #2 |
Yikes. Probably there's no way to prevent the one second pause; you're selecting a lot of units and giving them all orders -- they're probably figuring out the best way to get there around all of their buddies, who are also on their way. Is this a TD of some sort? Could you have "Unit enteres region" triggers pass them on to the next region on the way? |
| 10-23-2003, 05:22 PM | #3 |
Do this instead (off the top of my head) ** = Explanation event: time: every 30 seconds action: for each integer A from 1-? **how many units you want to spawn loop: create 1 monster at region facing default building angle order last created unit to attack move to region This does still cause the little wait (not possible to remove) if you have lots of units going off. But it does prevent some of the units being left behind after a bit, because u can only target up to 12 units at one time. Gl with ur AoS ? |
| 10-23-2003, 05:38 PM | #4 |
no, it's not an aos, but an enfo-like map. But enfo doesn't have that problem.... with units entering region you get the problem of units going back (sometimes, very randomly). |
| 10-23-2003, 05:53 PM | #5 |
in enfo, they spawn only 3(2?) at a time. |
| 10-23-2003, 08:05 PM | #6 |
no hunter, that's not the reason. coz 2-3 at time, BUT at the point in the path they add up as much as 200++ units. btw, my map spawn 4 units at time only so, that's DEFINETELY not the matter. Any trigger expert willing to give me a hand at this please? |
| 10-23-2003, 08:16 PM | #7 |
I have the same problem too. When I order a unit group (in my case less than 12 units), to move to a region, they just walks a little, and then stops. Weird thing. |
| 10-23-2003, 08:24 PM | #8 | |
Quote:
Do you have a melee init trigger or a trigger that runs early on that does the action "AI - Ignore the guard positions of all Player 5 (Yellow) units" or what ever player your units are that you are pathing. EVEN if you don't have any AI turned on the computer STILL has a certain level of AI and you STILL need to do the above action to stop units from trying to go back to their guard position. Then you could do the normaly "enters region" method without worrying about them going back. Not having the above trigger could also be the cause of your units stopping every now and then too. |
| 10-24-2003, 07:21 AM | #9 |
I just tried and, sadly, it doesn't really work.... the units still stops for 1-3 seconds...................... ;( and they sometimes go back too......... |
| 10-24-2003, 09:25 AM | #10 |
I just found out something that rather ticked me off... If you put: AI - Ignore the guard positions of all Player 5 (Yellow) units Early on, it does NOT effect units later added to the game (like units spawned via triggers or purchased/trained) so I started having that problem again... till I added: AI - Ignore (Last created unit)'s guard position To my "Create Unit" trigger... then it worked fine... stupid thing... EDIT: Found a problem with that too.. if you put the: AI - Ignore (Last created unit)'s guard position after giving the unit an order it will CANCEL the order. |
| 10-25-2003, 02:47 PM | #11 |
so, what's the mechanism that the enfo-author probably used? Enfo has a good mechanism in that matter... |
