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Unit move to point....

01-26-2004, 10:45 PM#1
Cthulhu
I have a function that groups 5 units and tells them to move to a region 3 1/2 screens away, they move half that way and then they turn back... is there anyway to make it so they don't turn back and go to there initial starting position?
01-26-2004, 10:47 PM#2
Ligature
You have to turn AI Guard Positions off... Wish I knew the action for this... I think it's under "Game - " but I'm not sure...

Good luck though!
01-26-2004, 10:54 PM#3
Cthulhu
I have looked and can't find it, does anyone else no where it is?
01-26-2004, 10:56 PM#4
Narwanza
Its a trigger action....
01-26-2004, 11:04 PM#5
Ligature
Use the search function in the WorldEditor's action selection window and search for "Guard."
01-26-2004, 11:15 PM#6
Cthulhu
i used the search function and found what i assume you are talking about (AI - Ignore units gaurd position). I grouped my units into Creep_Attack_group_2, i woke them up, set ignore guard position, told them to go to a pre-set region, and... no change, half way there they turn around... any thing else i need to do?
01-26-2004, 11:17 PM#7
Ligature
I think you may have to turn off Unit Guard Positions at Map Initialization... if that doesn't work, I'm stumped!
01-26-2004, 11:20 PM#8
Cthulhu
I can't, my units are generated after map initialization....
01-26-2004, 11:36 PM#9
Ligature
Erk. Well there's quite a few things I would try - first I would try things like "Ignore all unit guard positions" for this player at map initialization. If that won't work I'd try out "Recycle unit guard position." After that maybe editing the units themselves so they had an infinite guard distance? I don't rightly know. If you do come up with a solution please post a reply here, 'cause I'd like to find out the answer too!
01-26-2004, 11:40 PM#10
Cthulhu
If they are creeps... you can go into the game play constants and change creep gaurd distance, guard return time, if they are not creeps, i do not know. thanx for all the help by the way :D