Attack-Move Woes

Weyird

Member
Reaction score
5
I've had this problem in many maps I made where i trigger a wave of creeps to attack move to a certain point. Quite often, on the way there, they'll suddenly turn tail and move back to where they started.

I've tried issuing attack move, patrol, and attack ground. I don't know why they flee.

I've attached a basic version of my map so you can see what I mean. Load the files, see what they do.

Here's the spawn and send trigger:

Trigger:
  • SpawnWave
    • Events
    • Conditions
    • Actions
      • -------- East Bandits --------
      • Set temp_Point = (Center of SpawnEast <gen>)
      • Unit - Create 5 SpawnType[1] for Neutral Hostile at temp_Point facing (Random angle) degrees
      • Custom script: call RemoveLocation(udg_temp_Point)
      • -------- North Bandits --------
      • Set temp_Point = (Center of SpawnNorth <gen>)
      • Unit - Create 5 SpawnType[1] for Neutral Hostile at temp_Point facing (Random angle) degrees
      • Custom script: call RemoveLocation(udg_temp_Point)
      • -------- South Bandits --------
      • Set temp_Point = (Center of SpawnSouth <gen>)
      • Unit - Create 5 SpawnType[1] for Neutral Hostile at temp_Point facing (Random angle) degrees
      • Custom script: call RemoveLocation(udg_temp_Point)
      • -------- West Bandits --------
      • Set temp_Point = (Center of SpawnWest <gen>)
      • Unit - Create 5 SpawnType[1] for Neutral Hostile at temp_Point facing (Random angle) degrees
      • Custom script: call RemoveLocation(udg_temp_Point)
      • -------- East Defenders --------
      • Set temp_Point = (Center of DefendEast <gen>)
      • Unit - Create 5 SpawnType[2] for Player 12 (Brown) at temp_Point facing (Random angle) degrees
      • Custom script: call RemoveLocation(udg_temp_Point)
      • Set temp_Group = (Units in DefendEast <gen> owned by Player 12 (Brown))
      • Set temp_Point = (Center of SpawnEast <gen>)
      • Unit Group - Pick every unit in temp_Group and do (Unit - Order (Picked unit) to Attack-Move To temp_Point)
      • Custom script: call RemoveLocation(udg_temp_Point)
      • -------- North Defenders --------
      • Set temp_Point = (Center of DefendNorth <gen>)
      • Unit - Create 5 SpawnType[2] for Player 12 (Brown) at temp_Point facing (Random angle) degrees
      • Custom script: call RemoveLocation(udg_temp_Point)
      • Set temp_Group = (Units in DefendNorth <gen> owned by Player 12 (Brown))
      • Set temp_Point = (Center of SpawnNorth <gen>)
      • Unit Group - Pick every unit in temp_Group and do (Unit - Order (Picked unit) to Attack-Move To temp_Point)
      • Custom script: call RemoveLocation(udg_temp_Point)
      • -------- South Defenders --------
      • Set temp_Point = (Center of DefendSouth <gen>)
      • Unit - Create 5 SpawnType[2] for Player 12 (Brown) at temp_Point facing (Random angle) degrees
      • Custom script: call RemoveLocation(udg_temp_Point)
      • Set temp_Group = (Units in DefendSouth <gen> owned by Player 12 (Brown))
      • Set temp_Point = (Center of SpawnSouth <gen>)
      • Unit Group - Pick every unit in temp_Group and do (Unit - Order (Picked unit) to Attack-Move To temp_Point)
      • Custom script: call RemoveLocation(udg_temp_Point)
      • -------- West Defenders --------
      • Set temp_Point = (Center of DefendWest <gen>)
      • Unit - Create 5 SpawnType[2] for Player 12 (Brown) at temp_Point facing (Random angle) degrees
      • Custom script: call RemoveLocation(udg_temp_Point)
      • Set temp_Group = (Units in DefendWest <gen> owned by Player 12 (Brown))
      • Set temp_Point = (Center of SpawnWest <gen>)
      • Unit Group - Pick every unit in temp_Group and do (Unit - Order (Picked unit) to Attack-Move To temp_Point)
      • Custom script: call RemoveLocation(udg_temp_Point)
      • -------- Bandit Attack Order --------
      • Set temp_Group = (Units owned by Neutral Hostile of type SpawnType[1])
      • Set temp_Point = (Center of (Playable map area))
      • Unit Group - Pick every unit in temp_Group and do (Unit - Order (Picked unit) to Attack-Move To temp_Point)
      • Custom script: call RemoveLocation(udg_temp_Point)


View attachment (11)Weyird's Tournament.w3x
 

GFreak45

I didnt slap you, i high 5'd your face.
Reaction score
130
do they have a leash returning them to their start points like most computer controlled creeps? if so they may be returning to their leash point...

if you havent removed the game initialization trigger that runs the AI script i would do so...
 

TheOverWhelm

Member
Reaction score
16
Guard Distance does that
Has a leash distance and a leash timelimit.
Tis modifiable in Game Constants.
Could mess around with the AI tab in the GUI Actions listing.
 
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