Warcraft 3 World Editor Attack-Move

jozef123

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I have some trouble with the Attack-Move command in warcraft 3 world editor. I'm trying to create a unit by trigger and then attack move it to a region. When that unit moves it goes to that region but then it goes back to a spot when it was created. Its patrolling instead of attack moving. Can you please help me with that? The Allies1 is the spawning region and AlliesGoLeft1 is a region i want my unit to attack move to. So when i run this my attack moves to AlliesGoLeft1 but after reaching that region it goes back to Allies1 region without any reason. This is my only trigger in the game and i dont have any triggers that for AlliesGOLeft1 region. The Player 11(Dark Green) is a computer player and this only happens for computer players, because when I tried to put a user Red instead of computer the unit attack moves to the AlliesGOLeft1 region as it was suppose to. I really would appreciate some help.
Thanks

Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit - Create 1 Footman for Player 11 (Dark Green) at (Random point in Allies1 <gen>) facing (Center of AlliesGOLeft1 <gen>)
Unit Group - Order (Last created unit group) to Attack-Move To (Random point in AlliesGOLeft1 <gen>)
 

death_knight

Dark is the heart of a corrupted man.
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You should use a "Unit - Issue Order Targeting Point" action rather than a Unit Group action because the action you have refers to the "Last Created Unit Group" rather than "Last Created Unit" (which is what you want).
 

jozef123

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Thanks for answering.
I tried to do what you said, but the unit is still patrolling instead of attack moving.

Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit - Create 1 Footman for Player 11 (Dark Green) at (Random point in Allies1 <gen>) facing (Center of AlliesGOLeft1 <gen>)
Unit - Order (Last created unit) to Attack-Move To (Random point in AlliesGORight1 <gen>)
 

HydraRancher

Truth begins in lies
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Go into the gameplay constants. Scroll down to the guard distance, set it to 999999.
 

jozef123

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I also created a new map and a unit is patrolling instead of attack moving. A unit spawns at region 002 and then it moves to region 000, but after reaching region 000 it goes back to region 002. Thats the only trigger i have on my new map.
Untitled Trigger 001
Events
Time - Every 2.00 seconds of game time
Conditions
Actions
Unit - Create 1 Footman for Player 2 (Blue) at (Center of Region 002 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To (Center of Region 000 <gen>)
 

jozef123

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I only see Creeps-Guard Distance, and I changed it to 99999 as you said, but the unit is still patrolling.
Btw it only works with computer players, with a user player the unit is attack moving without going back.
Also, almost the same thing happens with Move-To. Except that first unit that spawned stays in the region that it was suppose to move to, and the rest of the units just go to that region and then back.

I'm not sure but i think there is something wrong with the AI.
 

jozef123

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Ok, I just changed the computer player to a user and it works fine. Can you guys tell me how to lock the slot of a user, so nobody would be able to pick it during the game?
Thanks a lot
 

HydraRancher

Truth begins in lies
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No I'm pretty sure it's guard distance. Try adding the line,

Trigger:
  • AI - Ignore (Last created unit)&#039;s guard position


After you make the unit.
 

dem0n666

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No I'm pretty sure it's guard distance. Try adding the line,

Trigger:
  • AI - Ignore (Last created unit)&#039;s guard position


After you make the unit.

I hate to bump an old post, but I have been trying to figure out this issue for years, off and on, with no success. The ignore guard position doesn't work. I have been trying to make a DoTA like map off and on for a very long time. I can pretty much do anything except make the units stop returning back to the point where they were created after a fight. When the minions meet, the fight each other and whatever minion gets the last hit on another, if there is nothing more for it to attack, it will return to base.

I have tried countless things, like a trigger for whenever a unit kills a unit, to reissue the attack-move order. I have tried a timer that every 5 seconds it issues the order, but it just makes the game lock up every 5 seconds for a very brief but noticeable amount. I have tried hundreds of suggestions and each time I am hopeful it will finally fix this problem, but it never does.

I don't know why the game does this, and I know there must be a way to make it work or DoTA wouldn't work... but for the life of me, I can't figure it out.
 

Inflicted

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Well you should probably have created a New Fresher post, but maybe if they are computer owned units. Give that computer a vision modifier over the entire map, and setting the guard distance as above.

Otherwise, even if not efficient. You could set a trigger when a unit is killed and then reissue commands. Could use triggers to check if there are nearby enemies etc. But that is a last resort, it may mess up attacks and priorities etc.
 

dem0n666

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Well you should probably have created a New Fresher post, but maybe if they are computer owned units. Give that computer a vision modifier over the entire map, and setting the guard distance as above.

Otherwise, even if not efficient. You could set a trigger when a unit is killed and then reissue commands. Could use triggers to check if there are nearby enemies etc. But that is a last resort, it may mess up attacks and priorities etc.

I have given them entire map vision and changed the guard distance (along with other distance modifiers). I have even set a trigger for when a unit is killed to reissue the command, along with several other triggers of the like and the units just ignore it and return to where they were created.
Thank you for the reply, I really appreciate it. :)
Anything else anyone can think of?
 

dem0n666

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Now that I remember, I TRIED to give the computer visibility of the entire map but it doesn't work. I forgot about that, for some reason I can't disable fog of war at all. Visibility - Disable Fog of War does nothing.
 

Inflicted

Currently inactive
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Don't disable that. You gave a visibility modifier giving vision of all?
Hmm, it must be something to do with the Guard function. Perhaps when they reach specific regions order them new commands. Eg attack move to the final tower or something which ends the game.
Best of luck.
 

xtian07

Member
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Well, just like HydraRancher said it's about the unit's guard position. Maybe you just place the trigger at the wrong place. Try to do it something like this...
Trigger:
  • Untitled Trigger 001
    • Events
      • Time - Every 5.00 seconds of game time
    • Conditions
    • Actions
      • Unit - Create 1 Footman for Player 11 (Dark Green) at (Random point in Allies1 &lt;gen&gt;) facing (Center of AlliesGOLeft1 &lt;gen&gt;)
      • AI - Ignore (Last created unit)&#039;s guard position
      • Unit - Order (Last created unit) to Attack-Move To (Random point in AlliesGOLeft1 &lt;gen&gt;)

I already tested this and it works. Hope this helps :D
 

wardenblack

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I also had this problem fixed with guard distance changes in cons gameplay but now if you order a unit to attack move a region, and somewhere down the line he has a target and that target dies, they just go back; they don't continue to get to the region which frustrates me a little bit. Need to find a fix for this
 

Xialian

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As I read it, you've set it to a computer player. Did you turn the melee AI off in the Triggers section? If you don't, it will sometimes do weird stuff.
 

Solu9

You can change this now in User CP.
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Oooor. Make a periodic trigger that orders the creep to attack-move to the location.
Say, every 5 seconds?
 

Accname

2D-Graphics enthusiast
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Or look at the age of the thread and realize its more then 3 years old.
 
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