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units acting odd

12-29-2007, 12:42 PM#1
zen87
kay, I have this computer controlled unit,
i use IssuePointOrder and order this unit moves from point A to point B

however, in the middle of the road, for no reason, the unit stopped and make a u-turn and went back to point A

i double triple checked there is no obstacle between point A and B that could stop the movement of A to B

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anyone have any idea why this is happening?
12-29-2007, 12:56 PM#2
Tide-Arc Ephemera
Neutral controlled units tend to do this. After X distance, they'll turn backwards. Also, is it an actual computer player as in the Player Settings, or...?
12-29-2007, 01:47 PM#3
zen87
computer players
12-29-2007, 01:50 PM#4
Tide-Arc Ephemera
How big is the distance they're moving, and is it Computer Neutral (I think that's a setting)? What are it's exact details, and are there any other triggers that could be overlapping with this one?
12-29-2007, 01:56 PM#5
zen87
it is neutral hostile, and... i don't think there's any trigger that overlapping the movement...
12-29-2007, 01:57 PM#6
Tide-Arc Ephemera
Neutral of any sort as far as I know messes up moving. Tried normal computer?
12-29-2007, 02:06 PM#7
zen87
just tried, same thing happens
12-29-2007, 02:09 PM#8
Tide-Arc Ephemera
Hm... odd. Check for overlapping triggers if you think there might be any.
12-29-2007, 03:24 PM#9
zen87
there... arnt any....
12-29-2007, 03:37 PM#10
V@dim
Try to use this action after giving an order to unit:

AI - Ignore Unit Guard Position.

>>This has no effect on Heroes and peon-type units.
12-29-2007, 05:19 PM#11
zen87
just tried, didn't work either...

p/s: i just notice that the unit also will start turning back to point A whenever it is attacked, and im sure it is not caused by any of the attack detect system in my map...
12-29-2007, 06:01 PM#12
Iron_Doors
Quote:
Originally Posted by V@dim
Try to use this action after giving an order to unit:

AI - Ignore Unit Guard Position.

>>This has no effect on Heroes and peon-type units.

Just this week I bumbed into this trouble so I had a testmap ready and just added 1 line to it calling RemoveGuardPosition(u) and it worked. So thx :)
Though I called it before giving an order.

Other option which worked for me is to have the controller of the owning player to be "none" or "user". In the latter case there also must be an actual human controlling that slot.
12-29-2007, 06:29 PM#13
Earth-Fury
Guard positions are for preplaced units or something.

remove the "Can retreat" or some such option from the units in the object editor. Also try maxing out the return time and return distance game play constants. (i forget their exact names...)
12-29-2007, 09:16 PM#14
moyack
Other good solution is to order continuously to the unit to move to that point (AKA timer sending that order until reach the point), in this way, the unit finish to keep in the final position.
12-30-2007, 03:45 AM#15
zen87
Earth-Fury: tried... and... not working
moyack: with that the units are paused for around 0.1 second whenever the order is sent, and making the movement of the units more odd...

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thank you guys, +rep, i guess i need to change my idea a little... damn wc engine...