| 10-22-2004, 01:27 AM | #1 |
Hey I am making some AoS style Spawns and I have some AI issues. I order them to attack move to a region and then I think the Melee AI kicks in after they get there and they bring them back to base and do retarded things like mill about. Is this the case? Can I disable the AI? Is it something I am doing wrong with the commands? Do I have to tell them to wait there as well? Any help will be appreciated. FIRST PERSON TO HELP ME GETS REP! <lol> |
| 10-22-2004, 02:19 AM | #2 | |
Quote:
It has nothing to do with you AI. it has to do with Patroling. There is something in the Gameplay Constants. I am unsure as to what it is called completely, but hey its start |
| 10-22-2004, 04:37 AM | #3 |
Did you disable the melee initialization triggers? I think those start AI that conflict. |
| 10-22-2004, 04:52 AM | #4 |
Its got nothing to do with the AI script or the order issued. All computer controlled units are automatically given a "guard position" on creation. After completing ANY order given to computer controlled units, units will return to this guard position, by default. This behaviour is similar to how neutral hostile creeps always run back to their creep camp. To prevent this, there is an AI trigger that removes a unit's guard position. It can be found under AI actions. You'll want to have an action that reads "AI- remove last created unit guard position" after each spawn (assuming you use a for-loop to spawn your units). |
| 10-22-2004, 04:46 PM | #5 |
Yeah I use a for loop. Thanks for the help everyone. I actually tried to do that before but in a different circumstance than inside the for loop. Thanks! |
