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Alternative Creep

04-08-2006, 08:50 PM#1
harel
Maybe it is well known and I hope that I can help someone.
One of the most annoying creep behaviors is the gourd distance and gourd time, i think that i found a way around it (an alternative to natural hostile), select the unit you want and assign it a player without controller.
In game the unit will look just like natural unit, you can see the name and the level of the unit but you can't see the player's name (or number).
In my example player 11 is the owner of the unit.
Attached Images
File type: jpgPlayer.jpg (59.7 KB)
File type: jpgHeros.jpg (67.2 KB)
04-08-2006, 09:26 PM#2
Jarock
Good picture you have there.

And it does make sence for the player to by none.

MUST KILL....
04-08-2006, 09:53 PM#3
harel
Quote:
Originally Posted by Jarock
And it does make sence for the player to by none.
I didn’t understand you but what I meant was you this method if you want a computer controlled unit that only attack if you are in its acquisition range and dose not follow gourd distance and time.
04-10-2006, 08:05 AM#4
PerfectlyInsane
My Guess is he is talking about Guard distance and Guard time.. of how creeps may return back to the spots where they are spawned rather than chase the units in their acquisition range indefinatly.



He says by assigning the creeps to a Empty player slot that which is not computer controlled , would fix the problem. Unfortuatnely I dont think you can boot a computer player? lol never tried. And I think empty player spots can be filled you know by Human players.

I thought the fixe for this was simply giving them a town hall and they will act properly. And all inside the advance game constraints?
04-10-2006, 07:33 PM#5
harel
Quote:
Originally Posted by PerfectlyInsane
Unfortuatnely I dont think you can boot a computer player? lol never tried. And I think empty player spots can be filled you know by Human players.

I tried it, the player is partially controlled by the computer (it will attack if you will reach its acquisition range and I think it is some kind of automated response). If you will move the unit with triggers the unit will not return when the gourd time is reached (I made a simple trigger to test this theory when you select the unit it will move to a random point).
If you select the unit you can’t see any ability even if you set the player as an ally.