| 01-27-2005, 05:30 AM | #1 |
im sure its the same old problem for everyone, when i use trigger to order computer player to attack move to enemy base. how do i make them NOT run back to their spawn point? i have tried those "AI - Ignore Guard Position" and whatever. it's not working!! ![]() |
| 01-27-2005, 02:45 PM | #2 |
Unit - Issue Order Targeting Point Order XUnit to Attack-Move To (XRegion) |
| 01-27-2005, 02:56 PM | #3 |
I think he's asking along the lines of why the creeps return back to their spawn point. There are several ways to solve this, none of which I have test out but in theory should work. 1 - In gameplay constants, edit the neutral creep guard range or something along that line. You might want to have a far aquisition range. 2 - Make them not neutral, but owned by a computer controlled player. For me I just make a periodic, but this causes jerkiness. You can do what some other people do and create checkpoints short distances from each other so they move from one and receive a new order to move to another. |
