| 12-16-2004, 12:40 AM | #1 |
Ok, I created a very tiny 32x32 AOS like map for fun and to learn. Now because there are three lanes still and the map is so small I did not want the units to travel all the way around to help someone in another lane because they were in a fight which would then leave the lane the units left from unprotected and liable to be attacked from a hero. So to fix this I lowered the call for help range to zero, later changing it to 1 after talking with a friend. I lowered all of the computer's unit range of sight to 300 for both day and night (though the map is played only during night because it is ment to be in a cave) and I lowered melee units acquisition range to 110 and ranged units acquisition range to 270 because their range was 250, mind you this is a very small map. After all of this I would have believed that they would have stoped calling for help, but they still seem to want to abandon their lane to help another lane in need. Honestly they should stop running to other lanes since their call for help range is already 1. Anyone have any suggestions to what the problem could be then? If someone does not feel this is an AI/JASS issue feel free to move this topic, but I believed this was the correct forum |
| 12-16-2004, 01:30 PM | #2 |
Did you try going into the Gameplay constants, and changing the call for help range there? It should be around 600, so just lower it down. Just above that is the Call for help range-(Creeps) incase you are using any creeps in your map. |
| 12-16-2004, 03:50 PM | #3 | |
Quote:
Yes I did change both call for help ranges to 1. |
| 12-16-2004, 10:57 PM | #4 |
Guest | What's the width of those lanes? You sure it are calls for help that make them wander off track? It works for me. If I set call for help to 1, I can put a footman near another footman. If I attack one footman with a riflemen, the other footman will just keep standing there.. Unless I come in his acquisition range. |
