Units move back after Attack-Moving?

Darkchaoself

What is this i dont even
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Ok Ghan- DONT answer this thread. I need to spread rep so u can get more :p

Well title says it all. I have units owned by comp(player 11-Darkgreen) That are ordered to move attack to other side of map, its small, its like a LTW fused with that card game where u summon to attack each other. But after they reach the point, the move back to where they started, and further back. I have no idea why. Any ideas? Heres Trigger-

Code:
Unit Move
    Events
        Unit - A unit Sells a unit
    Conditions
        (Unit-type of (Selling unit)) Equal to Summoner 1
        ((Owner of (Selling unit)) is an ally of Player 1 (Red)) Equal to True
    Actions
        Unit - Change ownership of (Sold unit) to Player 11 (Dark Green) and Retain color
        Unit - Move (Sold unit) instantly to (Random point in Team1Spawn <gen>)
        Set TempMoveToPoint = (Position of (Sold unit))
        Set TempMoveToPoint2 = (TempMoveToPoint offset by 8000.00 towards 0.00 degrees)
        Unit - Order (Sold unit) to Attack-Move To TempMoveToPoint2
        Custom script:   call RemoveLocation(udg_TempMoveToPoint)
        Custom script:   call RemoveLocation(udg_TempMoveToPoint2)
TempMovePointTo is the area where unit is spawned, point variable, adn TempMoveToPoint2 is the area ordered to move to, also point variable.

Sorry for so many threads, trying to get as much in for maps before goes down, i wanted to get tons done before school (Sept 4th) and thehelper chose a great time to have the forums down :p

I rely on this site daily lol
 

Ghan

Administrator - Servers are fun
Staff member
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> Ok Ghan- DONT answer this thread. I need to spread rep so u can get more

I don't care about rep.

> owned by comp

That is most likely your problem. The computer wants to move the units back. Did you remove the run AI scripts action?
 

Darkchaoself

What is this i dont even
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106
Ahhhhh I still meant for others to get rep. Ones not a mod :p
And yes remeber the thread 1 hour ago :D
 

Ghan

Administrator - Servers are fun
Staff member
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> They always do that when you tell them to attack-move with a trigger.

I have used attack-move where that is not the case.
Though, that was when the units actually belonged to me....

Upload the map so I can look at it.
 

Darkchaoself

What is this i dont even
Reaction score
106
Cant with the trigger the originally used to attack

Ill PM to you. Much more safer lol.

EDIT: Nvm dont know how to do in PM
 

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Tonks

New Member
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It moves back because of a setting on the unit. It's a creep, isn't it? It's like, camp radius, or a on / off camp setting on the unit.
 

Darkchaoself

What is this i dont even
Reaction score
106
I wouldn't see why, It's based off footman, ghoul and grunts, and the player is player 11 Darkgreen, controlled by Computer, so i thought it wouldnt be a creep.
 

Ghan

Administrator - Servers are fun
Staff member
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889
> It's a creep, isn't it?

Nope. Controlled by Player 11.

So! Here's the solution:

1. Change the Dark Green Player to "None" in Scenario - Player Properties

2. Use the appropriate ally triggers to make all the players treat Dark Green as an ally and vice-versa. Like this:

Code:
Test Gold
    Events
        Map initialization
    Conditions
    Actions
        Player - Set Player 1 (Red) Current gold to 750
        Player - Make Player 11 (Dark Green) treat Player 1 (Red) as an Ally with shared vision
        Player - Make Player 11 (Dark Green) treat Player 2 (Blue) as an Ally with shared vision
        Player - Make Player 11 (Dark Green) treat Player 3 (Teal) as an Ally with shared vision
        Player - Make Player 11 (Dark Green) treat Player 4 (Purple) as an Ally with shared vision
        Player - Make Player 11 (Dark Green) treat Player 5 (Yellow) as an Ally with shared vision
        Player - Make Player 1 (Red) treat Player 11 (Dark Green) as an Ally with shared vision
        Player - Make Player 2 (Blue) treat Player 11 (Dark Green) as an Ally with shared vision
        Player - Make Player 3 (Teal) treat Player 11 (Dark Green) as an Ally with shared vision
        Player - Make Player 4 (Purple) treat Player 11 (Dark Green) as an Ally with shared vision
        Player - Make Player 5 (Yellow) treat Player 11 (Dark Green) as an Ally with shared vision
 
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