| 02-24-2004, 03:01 AM | #1 |
Ok, here's the problem in a map i'm making i have computers that spawn critters, and then they are attack-move to a region, but for some reason some of the buildings units go partial way then return and stand around the building it was made from, and i don't understand why? It's only certain units as well, but there's about 3 that do it and they are all different so i don't think it's the type of units, orc kodo beast, creep mur'lock & that nightelf guy that turns into a crow, they are the offending units, they have seperate buildings as well, so maybe the problems in the building. I just hope somebody knows why because it's really annoying because they cluster up and no more units can spawn or move. trigger 1: events- Timer - Level1Timer expires conditions - none actions - unit group - order (units in (OrcKodoBarracks <gen> ) to train a Orc Kodo Beast Trigger 2: events - a unit owned by player 11 (dark green) finishes training a unit conditions - (Unit-type of (trained unit)) equal to Orc Kodo Beast actions - unit - replace (trained unit with a Orc Kodo Beast using the old unit unit - order (last replaced unit) to attack-move to (center of BottomRight <gen>) |
| 02-24-2004, 07:26 AM | #2 |
I've seen your question before, though I didn't pay attention to the answer. Do a search on these forums, it's answered somewhere... It has something to do with guard positions... |
| 02-24-2004, 08:55 AM | #3 |
Hey You have to disable guard position for that player, i don't really remember the action, i think it's Player - Sumtin. Btw, what player are you using? cause you may get more problems if you're using Neutral Hostile Cubasis |
| 02-24-2004, 12:24 PM | #4 |
I did two things i removed devour from kodo beasts abilities (I know it doesn't seem like that would affect it) and i changed the trigger to... Trigger 2: events - a unit owned by player 11 (dark green) finishes training a unit conditions - (Unit-type of (trained unit)) equal to Orc Kodo Beast actions - unit - replace (trained unit with a Orc Kodo Beast using the old unit unit - AI - ignore (last replaced unit)' guard position (Note: I'm not sure if that's what you were referring to or not but it's all i could find.) unit - order (last replaced unit) to attack-move to (center of BottomRight <gen> ) I'm not sure what fixed it, but either way they don't seem to be returning back anymore. Thanks for the help. That should be "AI - ignore (last replaced unit)'s guard position" btw. |
| 02-24-2004, 03:13 PM | #5 |
Yes that's the action i was talking about Cubasis |
