| 11-25-2004, 05:51 PM | #1 |
In a map I'm making i've got a fair number of computer units that use locust swarm. Each of these units is ordered to use locust swarm the instant it is created (the spell has been modified to last forever). However, somethign very very strange is happening. After a little bit of combat, the locusts spawned from these units all suddenly decide to go back to the place where they were first spawned (i.e. where the unit was created). At first I thought that it had something to do with the "Return factor" and "Return threshold" fields but I reset those to default and the same thing still happened. Has anyone encountered such a problem before? Anyone have any idea what may be causing this? |
| 11-25-2004, 05:56 PM | #2 |
Well the whole idea on locusts is to attack and return the attacked damage to the casting unit, to add health to it. |
| 11-25-2004, 06:17 PM | #3 |
I don't suppose that the units spawning the Locusts are controlled by a Neutral player? You might be encountering neutral "Camp" behavior. |
| 11-25-2004, 06:26 PM | #4 |
Nonono, the computer-controlled (P11-P12) units with the locust swarm ability work just fine. The spawned locusts themselves are the ones that suddenly decide to go back to the precise point they were first launched (and i mean precise point). What I don't understand is why the crypt lord can walk all over the place without that happening while this happens to my units (which aren't heroes but I don't think that thats a problem). |
| 11-26-2004, 04:04 AM | #5 |
The problem is that the locusts are induvidual units. Each of those are computer owned, and they by default have the computer default basic behavior: go to the point they were originally after attacking and retreating. Another thing could be where you have to wait a second before casting, but that is not likely. If at all possible, you should give the computer a new AI that prevents retreating. If you find another way, see if it works. |
| 11-26-2004, 04:34 AM | #6 |
Woot, you're right, dark. I tested it using player controlled units instead and it worked fine. I've solved my problem by running the "AI- remove all unit guard positions for player 11/12" action after spawning the locust swarm. |
| 11-26-2004, 07:34 AM | #7 |
Well, that's what I was leading up to. Glad to hear it works now. |
| 11-26-2004, 08:32 AM | #8 |
I may have another problem now. Now it seems that the locust units are running off toward the enemy base area for a joyride. I'll do some testing and post the results... |
| 11-26-2004, 01:28 PM | #9 |
hmm, maybe the range? my problem with locust swarm is the summoned units dont move around - they literally sit right ontop of the summoner - meh |
| 11-26-2004, 02:19 PM | #10 |
I don't think so, I increased the delay between spawning the unit that uses locust swarm and running the remove guard position action (to leave time for all of the locusts to properly spawn) and it seems to be okay now. As for your experience logik, i've tested this pretty thoroughly and found that the locust unit you use has to have the locust ability and be a flying unit. |
| 11-26-2004, 05:27 PM | #11 |
ah, kk thnx |
