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Turn off creep behavior

06-14-2004, 09:31 PM#1
BDSM
Basically, is there anyway to make player 12 (neutral hostile / creeps) act like an unused player slot. Right now it will engage other neutrals it is hostile with, but when it sees a non-neutral player (0-11) it engages them and ignores the other neutral completely. Can this be turned off?
06-14-2004, 10:14 PM#2
GaDDeN
I think not, sorry.

The only way to achieve this is to use a normal player slot and call it Neutral Hostile... If not your problem is that you need all player slots ^^

Im not completely sure though, somebody else might know how to

gl anyways ^^
06-14-2004, 11:04 PM#3
Milkman
Or use Natural Passive, they don't attack at all. On the other hand you have to manually attack them since they are u're allies by defualt.
06-14-2004, 11:08 PM#4
BDSM
Well, I'm already using players 13-15 (passive, victim, extra) and am having no problems at all with them. Just player 12 (hostile).
06-14-2004, 11:20 PM#5
johnfn
Why dont you do something like this:

A unit owned by Neutral Hostile is issued an order

Order (ordered unit) to Stop

As long as the computer counts the AI issuing orders as orders themselves, this should work.
06-14-2004, 11:58 PM#6
BDSM
No that doesnt seem to do anything. Plus I was checking to see if any orders were given to units owned by player 12 when they begin to follow non-neutral units, and none showed up. However I did fine a gameplay constant I didn't notice before - Creeps Call for help. I set that to 0, and now when a non-neutral attacks a creep, the other creeps don't drop their current target to engage him.