| 01-08-2008, 08:17 AM | #1 |
how can i turn off the acquisition range for creeps ? or maybe turn off the auto-acquisition for creeps ... |
| 01-09-2008, 12:09 AM | #3 |
Make their classification Worker. |
| 01-09-2008, 04:44 AM | #4 |
if i reduce the camp radius i reduce the attack range i think if i add classification worker to creeps they will run when are attacked (like peasants) or maybe fight (like peons) Very good idea and i will try this |
| 01-09-2008, 10:40 PM | #5 |
I'm pretty sure it's a Value in the Object Editor. "Combat - Combat Acquisition Range" Set it to whatever for individual Units, and that's their attack range. I don't think you can change the Camped Acquisition Range, although that may be a value in the Gameplay constants, I don't know. There's also the "Unit - Set Acquisition Range" Trigger, which in JASS is JASS:function SetUnitAcquireRangeBJ takes unit whichUnit, real acquireRange returns nothing call SetUnitAcquireRange(whichUnit, acquireRange) endfunction |
| 01-09-2008, 10:56 PM | #6 | ||
Quote:
Quote:
He meant acquisition range when he said camp radius - a unit's attack range can't go outside its acquisition range, which basically screws all ranged units. |
| 01-09-2008, 11:47 PM | #7 |
You cant set acquisition range lower than some number too, i think its 150 or somewhere between 100-200. Try it. set acquisiton range to 1, then print the acquisiton range, it wont be 1. Best bet is to add worker classification. if you want the unit to not run away and potentially attack back make sure the Stats- Can Flee is set to false. If you don't want to see the '100 idle workers' icon in the lower left, add worker classification when the unit enters the map (trigger it), dont add it in the object editor, and it wont ever be considered an idle worker. |
| 01-10-2008, 12:23 AM | #8 |
Ah, right. Didn't think about that. |
