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Issue move order BUG???

01-19-2007, 09:59 PM#1
HyperActive
When I order a unit to move to center of some region, he starts walking, and then returns to his starting place, ignoring the order! Why does this happen, and how can I correct it?
01-19-2007, 10:03 PM#2
Mezzer
If you're ordering computer controlled units without turning off the default melee AI, that would cause it to ignore your commands and instead do whatever it feels is best (nothing really in a non-melee map).

Or you have the unit entering a region with a different order which causes him to go back.

That's all that I can think of right now, without any details whatsoever that is.
01-19-2007, 10:09 PM#3
HyperActive
Owner of the entering unit is neutral passive.
And the order is definnatlly MOVE TO center of region...
... and it still doesn't work.
01-19-2007, 10:11 PM#4
Mezzer
Entering unit? Dude, explain what you're doing with at least some details otherwise I really can't guess what's wrong.
01-19-2007, 10:19 PM#5
HyperActive
Sorry, i haven't express myself correctly, i don't say entering unit anywhere in the triggers. I simply use this in a small cinematic to order a neutral passive owned unit move to a center of region.

Why doesn't it work damn it?!
01-19-2007, 10:27 PM#6
maximilianx
lol, because neutral units only run for a certain amount of time, like you know when you run from creeps they only chase you for a little bit and then turn around, its doing that. i think you can change how far they will run in gameplay constants..but its easier to just use a different player.
01-19-2007, 10:36 PM#7
HyperActive
Hey, you're right. This bug never happened to a player owned unit. I'll try this tomorrow morning, I'm way to sleepy now, if it works, YES! I would finally be able to release my campaign!
01-19-2007, 10:48 PM#8
Mezzer
If that's the reason it isn't working, then it's a really stupid one.
Ah well, hope it solves your problem.
01-20-2007, 01:51 AM#9
Pyrogasm
That's not a bug either.
01-20-2007, 06:06 AM#10
HyperActive
Quote:
Originally Posted by Pyrogasm
That's not a bug either.
Well, not technically, but it didn't obey a direct order.
Anyway, it works now just fine when I've changed the ownership of the unit. Thanks for bothering fellas!
01-20-2007, 10:49 AM#11
blu_da_noob
Neutral units have guard AI. If you want to use a neutral unit for something like that, set the guard range in constants to 99999.
01-20-2007, 07:31 PM#12
HyperActive
Thanks Blu, I guess no mater how mush I know off gui, there is still something I don't. But that's why wc3campaigns exists. :)
01-22-2007, 11:52 AM#13
grim001
Or use IgnoreGuardPosition(unit)
01-22-2007, 12:49 PM#14
blu_da_noob
I've heard it doesn't work for neutral units. Never tested myself.
01-22-2007, 06:07 PM#15
BertTheJasser
What about SetUnitCreepGuard(Creeper,YesOrNo)?