| 11-05-2007, 06:28 AM | #1 |
i based off my allied computer as neutral extra and the enemy computer as neutral victim...they both have the spawn creeps triggers the spawned creeps will be ordered to attack the enemy base which is the neutral victim, but when some of my allied creep takes damage and their hp drops off to 50% they actually retreat on where they belong, i even set the creeps - maximum guard distance to 999999, return distance to 999999, return time to 99999, and can flee to false but still retreats when they get their hp below 50% i based of my allies as neutral victim and neutral extra, because the 12 players are used in 6 vs 6 how to avoid this thing? if this cant be helped, then what other way, would i make my 6 vs 6 aos, and creeps working correctly? help is appreciated |
| 11-05-2007, 06:33 AM | #2 |
Base your creeps on non-creep players. (1..12) Creep players are always controled by game AI. EDIT: You might also want to look at this. |
| 11-05-2007, 06:52 AM | #3 |
but my map is 6 vs 6.....and i need 2 players for the base camp, and the allied creep spawn.... |
| 11-05-2007, 06:58 AM | #4 |
Then base your human players on creep player slots |
| 11-05-2007, 07:04 AM | #5 |
how can i do that, while wc3 only shows 12 players all in all? |
| 11-05-2007, 09:26 AM | #6 |
Then I guess you are screwed. :D You could try disabling the melee AI, but I don't know how to do that. Anyone? |
| 11-05-2007, 12:00 PM | #7 |
Try using the trigger action that orders them to ignore their guard position when they are created. I don't recall the exact wording offhand but I think it's in the AI section of actions. |
