Neutral Passive/Extra

FlashDeath

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Okay, here's my problem..
I want to make a 6v6 game with neutral victim and extra teaming with each side respectively. Everything is fine till when I try to order neutral victim to "attack-move" to a certain location.

The units owned by neutral victim ignored all enemies on the way, and when they get to less than 50% health, they seem to be running back to where they come from.

Note: I do not face such a problem with neutral extra.

I've read through threads everywhere to find a solution to this problem but none seemed to be able to help. I tried the AI - ignore guard (can't really remember the exact wording), and setting the flag "Can Flee" to false, but none seem to help.

Also, I do not want to edit the return distance and return time in the gameplay constant, because I do have neutral hostile(that do not help either side) in the game.

I already made neutral victim treat team A as ally and vice versa. Same goes for neutral extra and Team B. (Team A and neutral victim) treat (Team B and neutral extra) as enemy and vice versa.

I heard that dota uses neutral victim and extra(not sure is it true) and I can see that there is no problem there. (Unless they do hard-coding)

I hope that somebody can help me get rid of these problems as it is driving me mad.

Anyway, I know vJASS. (maybe this info would be helpful.)
 
Neutral units always seem to do this including double taking and walking back because they count as creeps and creeps following rules different to those owned by players which is why in dota they use players red and green for the moving units what you could do is:
1. go onto advanced (top tool bar) then go to gamplay constants go to creeps change the guard distance and return distance to a very large number like 999999 then you shouldn't get them running back to base -nevermind reread your post-

2.you could make the units reds and greens but add some triggers such as player1-12 selects a unit unit type equal to --- clear triggering players selection so they cant control them like in castle fight
 
[edited]After few hours of thinking through, I decide to use your first suggestion. The problem have been solved but another problem arises. Now neutral hostiles won't stop following me. i think this problem can only be solved through triggers. Any suggestions on how to do it? May be a check or something, but i don't really know how to go about doing it.
 
I am having somewhat the same problem (Same problem, though reversed with extra and victim), and I personally haven't got it fixed yet. So bump for great justice and problem solving!
 
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