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Preventing creeps from returning "home"?

01-22-2006, 07:45 AM#1
Moss
Hi, I have a situation where I need to order some creeps to move to a new position. They move there fine, the problem is then they walk right back to where they came from! I guess that is like normal behaviour when creeps are supposed to camp in one area. But how can I make them move and stay put?!
01-22-2006, 08:31 AM#2
qwertyui
Try using hold ground command?
01-22-2006, 08:56 AM#3
Anitarf
That's a problem with the neutral hostile player, it has this annyoing creep behaviour. Try using a different player. I'm not sure if any of the neutral players will work, although they don't have some of the quirks that neutral hostile does; but a computer player should work. You might have to disable unit guard position (it's done with a trigger) to prevent the computer from doing anything with the unit.
01-22-2006, 09:05 AM#4
Jazradel
You could also go Gameplay Constants and change the data fields for Creep - Camp Radias, Gaurd Distance, Guard Time. I think those are the names.
01-22-2006, 10:25 AM#5
iNfraNe
A combination of jazradel's and anitarf's trick will do the job.
Just be sure to ignore a unit's guard position before you order him.
01-23-2006, 04:00 AM#6
Moss
Telling the units to ignore their guard position doesn't work. And I don't want to mess with the gameplay constants because generally I want creeps to behave like creeps. I guess I will just have to do things differently then I like. Actually the reason I want to make these creeps move is to randomize their position on the map a bit. If I just create them at a random position they end up in crazy places that aren't even sopposed to be pathable!
01-23-2006, 05:00 AM#7
Naakaloh
If you move the creeps (instantly) do they return to the camp? I'm not sure if that would work or if it would be helpful in your situation because you might have an aesthetic reason for wanting them to walk to the new location.
01-23-2006, 06:05 AM#8
Moss
If I moved them instantly I would have the same problem with them ending up on top of cliffs and in trees. And they probably would just walk back to their camps.
04-11-2006, 12:36 AM#9
RodOfNOD
Quote:
Originally Posted by Moss
If I moved them instantly I would have the same problem with them ending up on top of cliffs and in trees. And they probably would just walk back to their camps.


If you want random spots then just create a bunch of regions and then assign them to an array. Then when you want to create a random spot u generate 2 things, the index of the array and then a random locaiton in the REGION you have randomly picked.

If you doing this in jass you could create one region with a bunch of rects and then just find a random spot in that region.

GL HF
04-11-2006, 02:49 AM#10
MaD[Lion]
well, there is a map where i use a bit complicate trigger to prevent this from happening, it also improve the unit's smartness ^^ Without returning to home
04-11-2006, 05:27 PM#11
The__Prophet
neutral owned units, when attacked by buildings, are hard coded to retreat back to where they started. Blizzard did this a few patches ago to prevent orcs from power creeping using burrows.

Solution, make your buildings units.