| 06-02-2004, 10:26 PM | #1 |
I'm just wondering if using neutral passive, victim or neutral hostile for monsters in a TD would cause them to act finnicky, or follow orders worse than say, Player 12. |
| 06-03-2004, 02:12 AM | #2 |
Neutral Players' units will return to "camp", i.e. the point where they were spawned, if they're attacked by structures. I don't know of any way to defeat that behavior. |
| 06-03-2004, 03:18 AM | #3 |
to counteract that problem all you have to do it turn off the return to camp ai for each of the units before issuing them any orders (when they are created is a good time to do this) the specific trigger is: AI - Ignore (Trained unit)'s guard position Trained unit is... whatever the unit is. |
| 06-03-2004, 06:35 AM | #4 |
yoda_24, I haven't had any success using the "Ignore Guard Position" action to conteract this behavior. That seems to work with the standard player-computer controlled units, but not, in my experience, with Neutral-computer controlled units. If you could spare a moment, I'd like to see how your trigger is phrased; it's possible there's something faulty with my implementation. |
| 08-23-2004, 08:24 PM | #5 |
Yes, the same with me... ignoring the guard position doesn't seem to affect neutral player's behavior. Is there a specific order I should do it in? |
| 08-23-2004, 08:53 PM | #6 |
Only way to really do it is use a computer player, which means you can only have 11 human players.. but it works. |
