Guard distance for neutral hostile

Smitty

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Evening folks.

I'm using neutral hostile units, and giving them huge aquisition range. They come and attack me- good. The problem is that they then just go back to where they came from. Even though I've used 'AI-turn guard position for (last created unit) off'. The trigger is not the problem, but it's not doing what I thought it was. Anyone know what the issue is please? :(

EDIT: Should I just use a player slot with no controller? :(
 

Solu9

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Have you tried setting the "Creep - Guard Return Distance" and the "Creep - Guard Return Time" under gameplay constants to very high amounts?

About the player slots. I tend to use computer controlled player slots if I want the NPCs to use abilities but I have tried testing the guard distance with the same settings. The computer controlled units act kinda strange. Sometimes they do return when they reach the max distance sometimes they don't.

Edit: You could set the "Creep - Guard Distance" to effect the whole map as well? If your map allows it of course.
 

Smitty

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Thing is, i don't want a globally large guard distance or return time. It varies from one set of units to the next. Some I want to completely ignore it, some I want to act fairly normally.
 

Solu9

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Could you tweak your trigger so you might be able to use "Issue Order Targeting Unit/Point" instead?
 

Smitty

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Hmm, I might try guard time. Since the units which I want to have effectively no guard distance are in quite enclosed areas, I can set the time really high, but keep the distance short. Thanks ^^
 

Solu9

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Hmm, I might try guard time. Since the units which I want to have effectively no guard distance are in quite enclosed areas, I can set the time really high, but keep the distance short. Thanks ^^

Post what you come up with.
 

Smitty

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Oh, I see. I just changed ownership to a player with no controller. Made it easier in a way.
 

Accname

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"Ignore guard position" doesnt work for neutral hostile. Use a player slot instead.
 
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