| 01-27-2006, 11:56 PM | #1 |
Im working on an AOS, and whenever a creep is moving down a lane (owned by player 11 or 12) and kills a unit and cant see any others, it will break off the current order and return to base. I know theres some easy way to override the computer's AI but i cant seem to find it. |
| 01-28-2006, 03:36 AM | #2 |
I think you're looking for this in Gameplay Constants (In the Advanced menu) Creeps - Guard Distance or Guard Return Distance. Set those both to 0 - (I think, I can't be sure if that will work, if not, set them to something like 999999) and then you shouldn't have to deal with annoyances like those anymore. |
| 01-28-2006, 05:46 PM | #3 |
Those only work for neutral hostile and neutral passive, the units are controlled by player 12 computer. I have already tried setting them to really high numbers and it makes no difference. |
| 01-30-2006, 07:08 PM | #4 |
If, when you create the unit, you order it to ignore its guard position (an "AI" action in GUI), it won't ever return to the base because of that. However, doing so stops any orders the unit may have when it's issued. If someone could figure out whether the functions that Blizzard uses to apply changes to guard distance from the Gameplay Constants are accessible to us, those functions could perhaps be used to change the guard distance of computer players. |
