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TD Trigger Problem. Help!

06-16-2005, 03:53 PM#1
SniperXtreme1
Here is my trigger:

Events
Unit - A unit enters Start Region 1 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Footman
Actions
Wait 2.00 seconds
Unit - Order (Entering unit) to Move To (Center of Move 1 <gen>)

Here is my problem:

There is a trigger before this that creates 15 Footman in "Start Region 1". The game waits 2 seconds like I triggered it to. Then the footman move to "Move 1". However, when they reach "Move 1", they go back to "Start Region 1". I have made a trigger for them to continue moving forward, but about 1 out of the 15 will go forward and the others go back.

Here is my second trigger:

Events
Unit - A unit enters Move 1 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Footman
Actions
Unit - Order (Entering unit) to Move To (Center of Move All 1 <gen>)

Here is my continued problem:

That looks like it would work to me, but the footman turn around. This trigger makes the footman go down a straight path in case you're wondering. I have 2 other triggers that make the footman go down a path then turn left or right depending on the trigger. The same thing happens there too. I know all of the regions are correct. On the triggers that make the footman turn left/right, some go and some don't like the first trigger. But, the ones that do go keep turning through the zig-zags, etc that I made. But once they finish the turns and zigs, THEN they go back to the starting position. And not following the path, but straight through the grass.

Can anyone help?
06-17-2005, 12:03 AM#2
iNfraNe
before moving them, ignore their guard positions.

AI - ignore guard position.

That should work.
06-17-2005, 07:50 AM#3
Anitarf
As far as I know, it works, but not for neutral hostile, so if your creeps belong to that player, you need to change some creep stuff in gameplay constants to make creeps return to their camps after more time.
06-18-2005, 04:05 AM#4
Guest
This is based on my assumption that the units are getting clogged and returning to there spawning point. Slow the flow of units, and they won't get as clogged. Plus, they'll look a lot more orderly.

You could try having two regions.
1) the first one is at the start of the maze and sealed off. Create all your footmen in here.
2) the second one is Start Region 1

Then have a trigger that looks like this:

Code:
SpaceYerFootmenOut
    Events
        Time - Every 0.50 seconds of game time
    Conditions
        (Number of units in <Your First Region>) Greater than 0
    Actions
        Unit - Move (Random unit from (Units in (<Your First Region>)) instantly to (Center of (Start Region 1))

P.S. They used this in the original Tower Wars
06-18-2005, 11:13 AM#5
iNfraNe
This is not a good solution in a few ways:

1. It leaks 2 unit groups and a location every 0.5 seconds, gradually building up lag and making the map no fun.

2. This solution is a "workaround solution", I mean it does NOT really solve to problem, it is just there to fix the problem if it occurs, my way (combined with anitarfs condition) FIXES the problem.