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Are neutral forced to come back to their initial position?

06-20-2004, 09:10 PM#1
Lunatic_pAOM
I've created a trigger in order to make neutral hostile go from their initial position (where I put them on the map) to a distant specific point.

When the trigger is played, the units start to go towards the expected direction, but after a little while they stop and come back to their exact same initial position.

When I tried to use this trigger with a player owned unit, it worked perfectly.

Is there a way to make neutrals quit their initial area for good?

Thx!
06-20-2004, 09:35 PM#2
CynicalYouth
This has to do with AI guard positions, there is a trigger that can turn this off for you under the AI catagory
06-20-2004, 09:42 PM#3
ForgottenLight
But that trigger only works for players 1-12. I doesn't work for Neutral Hostile, Neutral Victim, Neutral Passive, or any units belonging to players 13-16.
06-21-2004, 12:56 PM#4
Lunatic_pAOM
Huh... then, does that mean that there isn't a way???? or do I have to edit the AI file for the game?
06-21-2004, 02:26 PM#5
-={tWiStÄr}=-
Hmm.. you could try nuetral passive. just make them enemies to all the players.
06-21-2004, 03:12 PM#6
Lunatic_pAOM
Will try that... thx :)
06-21-2004, 03:18 PM#7
Lunatic_pAOM
Mmmm... doesn't work, they come back to their initial position, even if they're neutral passive.

:/ I guess I'll have to create a specific player for these units... unless someone here got a better idea?
06-21-2004, 04:25 PM#8
ChaosWolfs
Make the neutral seen by players... Put like a allied unit next him and make the allied unit follow him. Should stop the neutral from going back..
06-21-2004, 07:39 PM#9
AmericanHoser
try making thier aggression rating high and taske them off camp, if thier on it,cuz often creeps are set to camp, which lessens thier aquisition range.
06-21-2004, 10:59 PM#10
Vexorian
wow, nobody knew this?:

Game play constants: Creeps - Return to camp time

Change it to 100000
06-23-2004, 09:13 AM#11
Lunatic_pAOM
Thx Lord Vexorian ! That worked...

Well, now I face another problem. I wanted only a PART of the neutrals to leave their camp. Now all neutrals follow the hero wherever he flees. It kinda denies the player to get out of the fight... Have you got another brilliant tip, Lord Vexorian, so that I can choose which ones of the neutral must stay in camp?