| 07-20-2007, 04:03 PM | #1 |
Ok so heres my problem. I've got an rpg that features many triggered battles in it and while testing in world edit everything is fine, but when I decided to test the computer player begins to cast spells with some of the invis dummy units. Many of the spells have no cooldowns and no mana cost which just adds to the problem when the computer starts spamming spells. The way i've triggered the map I already have preset dummy units in place with their spells and use triggers to make computer cast spells. Is there any way to prevent the computer player from casting spells on its own and only cast spells when I order the dummy's to. If you have a solution I'll love you forever :) Adding cooldowns to spells just makes the computer instantly cast the spell once its cooldown, which isn't a problem fix. (sometimes i want the spell to be cast in a random location or what not). Thanks a lot for any help. |
| 07-21-2007, 12:58 PM | #2 |
It is pretty bad to let the player own inactive dummy units, in fact sometimes the human might be able to do the same thing. Just give the dummy units to neutral passive and change the ownership before using them. |
| 07-23-2007, 03:26 AM | #3 |
You could just add the function: Trigger: Unit - Add a generic 1 second expiration timer to last created unit. |
| 07-23-2007, 03:57 AM | #4 |
I think u made somewhere an incomplete trigger that makes problems for the others ... happened to me too |
| 07-23-2007, 09:29 AM | #5 |
or add the locut abillity and remove the attack. I think that would fix the problem. It will just stand there until you order it something to do. |
