| 07-16-2004, 12:51 AM | #1 |
I'm telling this arachnathid to burrow, but he constantly unburrows immediately. How do I fix it? |
| 07-16-2004, 12:53 AM | #2 |
is he housetrained :> maybe it is a bug. get the latest patch |
| 07-16-2004, 12:56 AM | #3 | |
Quote:
I have the latest patch. I know it has something to do with AI. Some better help, please? |
| 07-16-2004, 09:52 AM | #4 |
Is it a neutral hostile unit? Those have a tendancy to do bad stuff like only moving a small distance and then returning to their previous position when given a move order. Maybe the bug is here. If the arachnid is player controlled, and that player is a computer, then you might want to disable any AI's the computer has. If it's a human player controlled unit, then I have no idea what could be wrong. |
| 07-16-2004, 10:02 AM | #5 |
it'll be because the arachnathid is Neut hostile or Computer Controlled, the AI is putting it so that its in what it belives is the most effective position. |
| 07-16-2004, 11:50 AM | #6 | |
Quote:
_________________________________________________________________ The only thing about what i disagree with is he said (my) so that means That the unit probably was givin an order like to move or attack... idk i don't use the undead but i hope that helps ![]() |
| 07-16-2004, 05:09 PM | #7 |
Yes, it's a computer. But how can I disable the AI? I can't find a trigger that will disable that... well, until I get a reply, I'll just have to change it to another player while he burrows. |
| 07-16-2004, 05:20 PM | #8 |
If the unit attacks/moves/cast spells while underground, the anarchid will unburrow (still be burrowed and invisible to enemies) and do whatever. Make a custom unit of the anarchid, remove the attack, movement, and any spells that it should have except burrow. That way all you can do underground is unburrow. |
| 07-17-2004, 12:22 AM | #9 |
Blizzard did their burrowing stuff by hiding the burrowed units untill a unit came near them, then unhiding them, playing the unburrow animation. The burrowed units often didnt actually have a working burrow. |
| 07-17-2004, 08:48 PM | #10 |
pause the unit after burrowing and unpause before unburrowing it? |
| 03-19-2005, 12:18 PM | #11 | |
Guest | Quote:
Omg, after spending two days with the same problem this finally worked. But, I was told pausing units causes memory leaks? So what should I do? How do I tell the AI to leave the unit alone until something comes near it? The computer AI constantly unburrows the unit unless I use pause/unpause. Please help! |
| 03-19-2005, 12:42 PM | #12 | |
Guest | Quote:
I know you might not like this suggestion, but it sounds the easiest to me. After it burrows you could use a trigger like the following (dont worry its real easy) Event- (Unit enters region) - Generic Unit enters entire map Condition- (Unit-Type Comparison) - Unit-type of Triggering Unit equal to (Arachnid Burrowed Form) Action- (Unit-Pause/Unpause) - Pause Triggering Unit This should keep the unit from unburrowing, but check the ability. Make sure it doesnt have a duration or anything. This will also keep the unit from moving while burrowed, and from doing pretty much anything. |
| 03-19-2005, 12:47 PM | #13 |
Well, whoever told you about pausing causing leaks, he was wrong. |
| 03-19-2005, 01:05 PM | #14 | |
Guest | Quote:
Do you have any idea how I can modify the AI to leave the unit burrowed until a player controlled unit walks by it without using puase/unpause? =) |
| 03-19-2005, 05:00 PM | #15 |
Just tell the AI to ignore unit guard posistions(trigger). This keeps it from using most of its units. I think heroes and workers are exceptions to that, though. |
