| 06-14-2004, 09:31 PM | #1 |
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 |
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 |
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 |
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 |
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 |
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. |
