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Help!: Give up chasing

10-26-2005, 07:12 PM#1
Dark_Force99999
I am making a map where a monster is suppose to chase all the runners, but the problem is that it goes back to its original starting point after it runs for awhile.
10-27-2005, 02:13 AM#2
Earth-Fury
units owned by neutral players have a camp. they automatically return to the camp when they get too farm from their camp location.

Give the units to a Computer Player, and they should continue chasing.
10-27-2005, 11:27 AM#3
Dark_Force99999
I aint using neutral. Currently I am using Brown but he keeps returning.
10-27-2005, 12:22 PM#4
Earth-Fury
what order are you giving the unit? attack move? move? attack (with a target)? patrol? do you randomly reissue the order?

post any triggers that orcer the chaser. (right click: copy as text when in the WE. helps allot when posting triggers)
10-27-2005, 01:22 PM#5
Balthamos
Hang on, don't computer players, if you designate them as a computer and set the system to have 'fixed player settings' have their own ai that can screw up the forced ordering?

It's been a while since I've tried to give forced orders like that.

My only other theory is that the computer just can't see the unit it's supposed to be 'following', perhaps give shared vision of the units to the computer?
10-27-2005, 01:43 PM#6
Earth-Fury
Quote:
Originally Posted by Balthamos
Hang on, don't computer players, if you designate them as a computer and set the system to have 'fixed player settings' have their own ai that can screw up the forced ordering?

It's been a while since I've tried to give forced orders like that.

My only other theory is that the computer just can't see the unit it's supposed to be 'following', perhaps give shared vision of the units to the computer?

AI scripts are only loaded on a command from a trigger. the default mele triggers load AI for any present computer players. Nothing else (well, in the level of edditing we are talking about here) will load an AI.
10-27-2005, 02:59 PM#7
Dark_Force99999
I am using Attack-Move. And I have a region that follows all the player and will move to that location with attack move. But they give up after awhile... I'm testing the fix player setting.
10-27-2005, 03:00 PM#8
Dark_Force99999
Well without fix player setting there is no comp.

Well here are the trigger i use.

Start up so that it random which marine to kill first.
Quote:
Map initialization

Wait 0.50 seconds
Set Random = (Random integer number between 1 and 10)
If (Random Equal to 1) then do (Trigger - Run Attack 1 <gen> (checking conditions)) else do (Do nothing)
If (Random Equal to 2) then do (Trigger - Run Attack 2 <gen> (checking conditions)) else do (Do nothing)
If (Random Equal to 3) then do (Trigger - Run Attack 3 <gen> (checking conditions)) else do (Do nothing)
If (Random Equal to 4) then do (Trigger - Run Attack 4 <gen> (checking conditions)) else do (Do nothing)
If (Random Equal to 5) then do (Trigger - Run Attack 5 <gen> (checking conditions)) else do (Do nothing)
If (Random Equal to 6) then do (Trigger - Run Attack 6 <gen> (checking conditions)) else do (Do nothing)
If (Random Equal to 7) then do (Trigger - Run Attack 7 <gen> (checking conditions)) else do (Do nothing)
If (Random Equal to 8) then do (Trigger - Run Attack 8 <gen> (checking conditions)) else do (Do nothing)
If (Random Equal to 9) then do (Trigger - Run Attack 9 <gen> (checking conditions)) else do (Do nothing)
If (Random Equal to 10) then do (Trigger - Run Attack 10 <gen> (checking conditions)) else do (Do nothing)

This is the example for Attack 1. This is suppose to chase him till he is dead anyway.
Quote:
If ((|CFF1CE6B9Marine|R 0031 <gen> is alive) Equal to True) then do (Unit Group - Pick every unit in (Units owned by Player 12 (Brown)) and do (Unit Group - Order (Units owned by Player 12 (Brown)) to Attack-Move To (Center of Region 000 <gen>))) else do (Trigger - Run Choose Marine Randomly <gen> (checking conditions))
Wait 0.50 seconds
Trigger - Run (This trigger) (ignoring conditions)

Regions - Player 1 example
Quote:
Map initialization

Region - Center Region 000 <gen> on (Position of |CFF1CE6B9Marine|R 0031 <gen>)
Wait 0.50 seconds
Trigger - Run (This trigger) (ignoring conditions)

The reason why I use Wait is because if without it, it will freeze at the loading screen because the trigger are doing this continously too fast that is freezes. But really Wait doesn't affect the anything, just to slow it down.

Also With the randoming, I am giving the marines a chance so if their the 1 that the zergling are after, they can divert. Otherwise if I make them attack-move to the home area u can just hide from them. But that isn't the goal.
10-28-2005, 12:21 AM#9
Earth-Fury
that will cause massive lag and an exssesive leave time. (due to location memory leaks)

give me a more detailed explination of your map, and i will be able to give you a trigger. (how many zerglings? can the marines build? ext)
10-28-2005, 12:25 AM#10
Dark_Force99999
Zerg is blocked with abunch of Burrow that takes 8 hits of 2222 to die, Marines runs while burrow is dying and when it is, they attack move to the randomized player.
10-28-2005, 12:30 AM#11
Earth-Fury
Quote:
Originally Posted by Dark_Force99999
Zerg is blocked with abunch of Burrow that takes 8 hits of 2222 to die, Marines runs while burrow is dying and when it is, they attack move to the randomized player.

why not have the zerglings directly attack a player (issue the order once!) and if the zergling is attacked, make it attack move at its own location. and if it is issued the stop order, make it chase another player.

Also, avoid triggers that run more then every 1/2 a secont.

i may make you an example map if you cannot figure out its workings.
10-28-2005, 06:02 AM#12
Anitarf
Here's a question... why do you center the region on the marine, then order the enemy to a-move to the center of the region.... wouldn't it be easier to just order the enemy to a-move to the position of the marine instead?

And don't worry about memory leaks (yet), two locations per second is... well, it's not nice, but we can easily live with it. Unless you have more leaky triggers that run often...
10-28-2005, 11:31 AM#13
Dark_Force99999
Attack-Move
Quote:
Also With the randoming, I am giving the marines a chance so if their the 1 that the zergling are after, they can divert. Otherwise if I make them attack-move to the home area u can just hide from them. But that isn't the goal.

If they directly attack the player they don't care about the others. And also the map is a 1 path run or dead ends.

I'm only having problem with them not chasing me.

Zergling: 9999 health. 2222 damage.
Marine: 800 health. 500 damage.

The region HAS to follow the player so the Zergling can Attack-Move on it so if any other marine is in the way of the targeted marine they die.


BTW: The map i am making is similiar to "Run like a Mofo" on Starcraft. On starcraft I made another 2 map like Run like a Mofo. Trying to make 1 on warcraft.


The very top zergling is running down and will giveup, the rest of them are trying to go back. They give up right as they enter the cliff.
11-03-2005, 06:02 PM#14
Peekaboo
Just do:
Code:
 Every X seconds
Order <Monster> to attack-move to <position of unit> targetted Marine (variable)

and then have
Code:
Every X seconds
Set targetted_marine to be random unit from units of type <Marine>

That's a much simpler way of doing it.
11-05-2005, 04:04 PM#15
Dark_Force99999
Have you done it yourself?