Warcraft III resources & community, 2003–2006 · archived

Creeps problem

15 posts
#1

Creeps problem

I have problem with neutral creep, they running away from towers, and i cant make towers nonbuildings, how can i fix damn anti tower creep script?
#2
set 'can flee' to false, or change all the neutral hostile units to a player, those wont run
#3
can flee have no effect (or i making some thing total wrong) (if you can make demo map i used extra and victim for mobs), all player slots used (there is 6vs6 aos), timer based order direct trigger is total sux, now i have non building towers and this nice but i have big problems with AI caused by this.
#4
then make a trigger

events: unit is attacked
conditions: attacking unit is the tower. attacked unit is owned by neutral hostile
actions: pick every unit within 500 range of attacked unit and order picked unit to attack attacking unit
#6
well, u just make more triggers

events: unit dies
condition: unit is 'a tower'
actions: pick every unit in a rect centered around 'the tower' with size 500,500 (convert size to region) and do: order picked unit to move to 'next rect'
#7
Give the following options in Game Constants a very high value:
Creeps - Guard Distance
Creeps - Guard Return Distance
Creeps - Guard Return Time (sec)
#8
Great, no one reading posts here, creeps run away from TOWERS, not because they run too far away from there base spot
#9
yea i know that, look at my first trigger i gave, they make the creeps attack the tower so they wont run away
#10
Oh...
Then try creating a unit that has the model of a tower. Using normal units as towers does also prevent possible server splits.
And in order to let them appear even in the fog,
turn on "Use Extended Line of Sight".
As for the minimap, if you want buildings to be displayed that much:
Try creating a dummy structure with a collision size of 0 that like, does nothing, at the spots where you have the "towers".
#11
Read my first post plz///

I solved this problem, by AI script.

Thx all for your great help.
#12
u dont need to do all that.. read my damn post :P just one little trigger? cant u c what it does or anything? it ordrrs creeps to attakc the towers, instead of running away... ah well doesnt matter anymore
#13
Creeps walk over map way poin to way point, your trigger useless.

For make creeps no run away i used setunitposition on coming close to tower.

This overwrite creeps guard position and they will run TO tower killing any enemy on there path
#14
SetUnitPosition?
WTF
Would post your godlike trigger please?
#15
Why the hell you're using SetUnitPosition?