Basic Pathing Problem.

WildTurkey

Previously known as giv_me_rep
Reaction score
88
Hi guys,

Spent the entire day trying to get this pathing system going on this casual map I am making for my friends to play as a group.

Anyway, for some reason it just will not work and the spawned minions are getting hell confused and walking around for ages before continuing.

Map URL: https://www.epicwar.com/maps/255439/

Current GUI:

Code:
Path to N
    Events
        Unit - A unit enters Spawn NW to N <gen>
        Unit - A unit enters Spawn NE to N <gen>
    Conditions
        (Owner of (Triggering unit)) Equal to Neutral Hostile
    Actions
        Unit - Order (Triggering unit) to Attack-Move To (Center of Direction N <gen>)


Path Direction
    Events
        Unit - A unit enters Direction E <gen>
        Unit - A unit enters Direction N <gen>
        Unit - A unit enters Direction S <gen>
        Unit - A unit enters Direction W <gen>
    Conditions
        (Owner of (Triggering unit)) Equal to Neutral Hostile
    Actions
        Unit - Order (Triggering unit) to Attack-Move To (Center of Saligna Castle <gen>)


Path House
    Events
        Unit - A unit comes within 300.00 of Town Hall 0001 <gen>
    Conditions
        (Owner of (Triggering unit)) Equal to Neutral Hostile
    Actions
        Unit - Order (Triggering unit) to Attack Town Hall 0001 <gen>


I have tried a fair few ways of doing this and for some reason it isn't working. I thought maybe I forgot something since last time so I looked up some guides blah blah blah but nothing really worked?

How to fix?

xx
 

Accname

2D-Graphics enthusiast
Reaction score
1,462
First of all, ordering units that belong to neutral hostile usually doesnt work that well. Neutral hostile has its own special kind of AI and it likes to give units other orders (for example to move back to camp).
I would recommend using an unused player slot for the creeps.
 

WildTurkey

Previously known as giv_me_rep
Reaction score
88
Yeah that was it. Furthermore:

Does the below leak?

Spawn 1 1
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 8, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Player((Integer A))) is in (All players controlled by a User player)) Equal to True
Then - Actions
Unit - Create 3 Stonemaul Ogre (Round 1, Wave 1) for Player 12 (Brown) at Spawn[(Integer A)] facing 90.00 degrees
Else - Actions

where Spawn(Aray) is the centre of a region defined in map initialization and constant throughout entire game.
 

Accname

2D-Graphics enthusiast
Reaction score
1,462
I am not 100% sure. It might be that "(All players controlled by a User player)" creates a new force each time it is called. But you would have to check the actual jass code to know for sure.
If you want to be safe, just create a Player Group variable and set it to all user players at map initialization.
 
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