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Stop creeps from fleeing?

03-11-2007, 09:00 AM#1
Hsinker
In my AoS map, the creeps spawn and attack move to its destination.
However when it is attacked by a tower or enemy, it often tries to flee and i have Can Flee set to False.
03-11-2007, 09:10 AM#2
Earth-Fury
http://www.wc3campaigns.net/showthread.php?t=92407

search more next time. first page of the triggers and scripts forum. if this isnt exactly the solution, there are a dozen more threads on this subject floating around.
03-11-2007, 09:22 AM#3
Hsinker
His problem is the creeps dont move at all, mine move but they try to retreat in battle.
03-11-2007, 09:31 AM#4
Earth-Fury
Quote:
Originally Posted by Hsinker
His problem is the creeps dont move at all, mine move but they try to retreat in battle.
Quote:
Originally Posted by The thread i linked to
I set the neutral extra and the neutral to be a player so I could make a 6v6 AOS style map. My problem is that the creeps move a little ways and then they turn around and move back to the region that they were created in and moved from.

Did you try the solution in that thread atleast? If not, learn to trust those from long ago with decent post counts and reputation.

Edit: And, more information in the future would be nice. are the units owned by a neutral player (black teamcolor), or a computer? what exactly do you mean by fleeing? does it go back to where it was moved from? ext ext ext. Try to include as much info as possible when asking a question.
sorry if i seemed rude or unhelpfull. you just need to learn to search ;)
03-11-2007, 09:44 AM#5
Hsinker
Yes, and to answers your previous question, i did do a search before starting this thread, however either it was my choice of words to search or no one else requested this or i didnt find it within the first 4-5 pages.
03-11-2007, 09:54 AM#6
Earth-Fury
odd, considering how many threads i have in recent recollection asking about this kind of issue. As for the information 'asked' for in my edit, would help diagnose the issue so i can link you to the appropriate thread this time ;)
03-11-2007, 09:57 AM#7
Hsinker
Lol obviously i replied after your edit.
Assuming you know what the map dota is, the creeps spawn and once they reach the first enemy tower, they attack it due to the attack move command issued at spawn, however they try to flee when attacked by the tower but as it turns to flee it decides to attack then it decides to flee again and so on until the tower kills it.
03-11-2007, 10:01 AM#8
Earth-Fury
Thats.... odd.

and what player owns the unit is more important in this then you might think. as creeps (neutral players AI) is meant to not roam around the map killing stuff.

Tryed the trigger action that i think is named:
"AI - Ignore unit guard position" ?
03-11-2007, 10:08 AM#9
Hsinker
Lol i forgot to add that, i was busy describing the retarded actions of the creep.
Its controlled by a computer eg. scourge in dota.
03-11-2007, 10:13 AM#10
Earth-Fury
oookay, let me rephrase.

There are more then 12 players in WC3.
The 12 colours: (canada, eh? we spell it with a U, you know.)
Red
Blue
Yellow
ext ext ext
Dark Green

The neutrals:
Neutral Hostile
Neutral Victim
Neutral Passive
Neutral Extra


Players can be controlled by humans or the computer, except the neutrals, which are always computer controlled.

Which PLAYER controls the units? A colour, Neutral Hostile, Passive, Victim, or extra?

EDIT: and, for referance, My join date (Mar 2003) is a while AFTER i started playing WC3. I played DOTA BEFORE the allstars version, and thus, before it sucked.
03-11-2007, 10:19 AM#11
Hsinker
Im australian and we use U too :D
I really need to give more info in my answers dont i...
The game is divided into 2 teams, each side has a computer (red and blue) that hold the buildings and spawn while the rest are humans with heroes.
03-11-2007, 10:22 AM#12
blu_da_noob
You're using neutral player creeps. They will run from buildings that attack them and there is nothing you can do about it. The only solution is turn your buildings in to units.
03-11-2007, 10:22 AM#13
Earth-Fury
Post a sample of your movement triggers? (right click in the trigger editor, copy as text, paste it here ENCLOSED IN [trigger] tags.)

Its weird, as from my recollection, i've never needed to do anythign special with colour-based players in the way of movement. Did you delete the origional initialization trigger that started mele AI? (created by default by the world editor when makign a new map)

EDIT:
Quote:
Originally Posted by blu_da_noob
You're using neutral player creeps. They will run from buildings that attack them and there is nothing you can do about it. The only solution is turn your buildings in to units.
Quote:
Originally Posted by Hsinker
The game is divided into 2 teams, each side has a computer (red and blue) that hold the buildings and spawn

Unless i misunderstand you, wrong. ;)
03-11-2007, 10:33 AM#14
Hsinker
No, im not using neutral creeps.

Trigger:
Mid Ice Copy
Collapse Events
Unit - A unit enters ice mid spawn <gen>
Unit - A unit enters ice mid spawn Copy <gen>
Collapse Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Collapse Actions
Unit - Order (Triggering unit) to Attack-Move To (Center of mid a <gen>)
Trigger:
Mid Ice Copy Copy
Collapse Events
Unit - A unit enters mid a <gen>
Collapse Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Collapse Actions
Unit - Order (Triggering unit) to Attack-Move To (Center of mid b <gen>)

Mid (letter) is a region at each tower, theres 6 regions a lane. So it starts are Spawn then moves to the next tower then the next, may sound confusing but im used to it since i've being messing with it.

I also tried the spawn triggers taken from the Dota Template 1.0 where i copied the triggers and editted it to suit my map and check points.
03-11-2007, 10:36 AM#15
Earth-Fury
tryed using:
Trigger:
AI - Ignore (Last created unit)'s guard position
on the units right after they spawn?