Warcraft III resources & community, 2003–2006 · archived

AI (Neutral Passive) aborts my patrol order

3 posts
#1

AI (Neutral Passive) aborts my patrol order

I got a question concerning the patrol path.
I wanted some kodos (neutral passive) to patrol. however i believe the AI doesnt allow them to finish the patrol, returns them early and ignores the issued order.
When I assinged them to a player everything was just fine.
However, I would like to reserve all 12 player slots for users.
Plz, help me guys, it would be great, so i can proceed.
#2
Have you tried "AI - ignore *unit*'s guard position" ?
#3

Now it works!

Okay, thanks. Although "Ai- Ignore Guard Position" did not work, it gave me a very important hint. I could do further internet research, and found someone with similar problems.
In case someone got the same problem like me, I would like to post it here:

I ordered the Creeps to Attack/Move with a trigger, but they just keep walking around their base/spawn location. Why?

If your creeps are controlled by Neutral Hostile, go to the Advanced menu, select Gameplay Constants, check the 'Use Custom Gameplay Constants' box, and set Creeps - Guard Distance to 100000, Creeps - Guard Return Distance to 100000, and Creeps - Guard Return Time (sec) to 10000.

If the units are controlled by a Computer Controlled Player slot, you can try usingActions

AI - Ignore Unit's guard position
AI - Ignore the guard positions of all Player 12 (Brown) units
but these only work for preplaced units, and won't effect heroes or peon-type units.



So AI-Script works fine for units controlled through player (slot).
For Creeps you have to change the Gameplay Constants

THX A LOT 4 THE FAST REPLY