creating and moving units to a location (walking)

  • Thread starter Thread starter RavageW3
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RavageW3

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hello, i STILL have a problem with my map, ok, first off there are 8 different location where different types of units spawn. i need the unit to spawn then to attack a region in center of map, the problem i am having is, after awhile they start to clog up and freese, then units stop coming. i have tryed so many triggers and nothing works, please help, thanks alot.

Dustin
 
well the basic trigger for spawning is this


Spawn
Code:
E: Every 10 seconds of game time
C: <if you want a condition>
A: Create 12 footmen at <myspawn> facing default building position
Move
Code:
E: A unit enters <myspawn>
C: Unit type of entering unit equal to footmen (this condition is needed so heroes don't get ordered to move too)
A: Order entering unit to attack-move to <myfirstmove>
 
Also, be sure to check spwaning region size- in many cases teh region is too small and some units are created out of its bounds, wich after a while makes them all sourround region and not allow for new creeps to continue their path
 
i have tried that and it will clog. eventually, for no reason the units wont move.
 
Clogging problems are greatly alleviated when you reduce the creep's collision size, even by just a little, as well.
 
then post your trigger that clogs them and also maybe a screenshot of the place where they spawn, let it show the region too
 
There is more than meets the eye to this then. Are the units just refusing to move after awhile? That might be a problem with your triggers. Are they moving to their destination then running back? You may have to waypoint them.

How does this clogging occur. If you have a steady stream of units going from point A to B, and you're killing off the units properly that they don't get into ridiculous numbers, you shouldn't be experiencing the issue.

If you want I'll debug the map for you if you post it.
 
ok here is my trigger

E:Elapsed game time is 10 seconds
Time - Every 3 seconds of game time
C:
A:for each integer (integer b) from 1-900, do actions
loop actions
create 1 necromancer for player 9 at (center of attack 1 1 gen)
create 1 necromancer for player 9 at (center of attack 2 1 gen)
create 1 necromancer for player 9 at (center of attack 3 1 gen)
create 1 necromancer for player 9 at (center of attack 4 1 gen)
unit group - order (units in attack 1 1) patrol to(center of map)
unit group - order (units in attack 2 1) patrol to(center of map)
unit group - order (units in attack 3 1) patrol to(center of map)
unit group - order (units in attack 4 1) patrol to(center of map)
 
Try this:

Code:
For each (Integer A) from 1 to 12, do (Actions)
    Loop - Actions
        Unit - Create 1 Footman for Player 12 (Brown) at (Center of XXX region) facing Default building facing degrees
        Unit - Order (Last created unit) to Attack-Move To (Center of (Playable map area))

Instead of using that group movement it orders each one seperatly, just change 12 to however many will spawn and copy paste the loop-actions and change the fields as needed (Keeping it in order spawn-move-spawn-move) should work fine, just dont make over 24 units spawn at once, add a .5 second wait will greatly reduce the lag if you need more than that ;)
 
at frist, the trigger works fantastic, all hte units move slick and clean, but after awhile there are TONS of units blocking the entrence to the city as the heros kill them, maybe it is because the walking path is blocked? or does that matter?
 
RavageW3 said:
E:Elapsed game time is 10 seconds
Time - Every 3 seconds of game time
C:
A:for each integer (integer b) from 1-900, do actions
loop actions
create 1 necromancer for player 9 at (center of attack 1 1 gen)
create 1 necromancer for player 9 at (center of attack 2 1 gen)
create 1 necromancer for player 9 at (center of attack 3 1 gen)
create 1 necromancer for player 9 at (center of attack 4 1 gen)
unit group - order (units in attack 1 1) patrol to(center of map)
unit group - order (units in attack 2 1) patrol to(center of map)
unit group - order (units in attack 3 1) patrol to(center of map)
unit group - order (units in attack 4 1) patrol to(center of map)
Unless you have a wait, that will create a crapload of units all at once. You want something like:
Code:
Events
    Time - Every 10.00 seconds
Conditions
Actions
    Unit - Create 1 Necromancer for Player 9 at (Center of Attack 1 1 <gen>)
    Unit - Order (Last created unit) to Patrol To (Center of (Playable map area))
    Unit - Create 1 Necromancer for Player 9 at (Center of Attack 2 1 <gen>)
    Unit - Order (Last created unit) to Patrol To (Center of (Playable map area))
On a side note, you can copy a whole trigger by clicking on its name in the main view, then choosing Copy As Text.
 
is there many spawn points?
becuz order last created unit will miss some units..
order all units in region would work
 
Movement
Events
Time - Elapsed game time is 10.00 seconds
Conditions
Actions
For each (Integer A) from 1 to 2000, do (Actions)
Loop - Actions
Unit - Create 3 Infested Crawler for Player 9 (Gray) at (Center of Attack corner 1 1 <gen>) facing Default building facing degrees
Unit - Create 3 Infested Crawler for Player 9 (Gray) at (Center of Attack corner 2 1 <gen>) facing Default building facing degrees
Unit - Create 3 Infested Crawler for Player 9 (Gray) at (Center of Attack corner 3 1 <gen>) facing Default building facing degrees
Unit - Create 3 Infested Crawler for Player 9 (Gray) at (Center of Attack corner 4 1 <gen>) facing Default building facing degrees
Unit Group - Order (Units in Attack corner 4 1 <gen>) to Patrol To (Center of ALL ATTACK HERE <gen>)
Unit Group - Order (Units in Attack corner 3 1 <gen>) to Patrol To (Center of ALL ATTACK HERE <gen>)
Unit Group - Order (Units in Attack corner 2 1 <gen>) to Patrol To (Center of ALL ATTACK HERE <gen>)
Unit Group - Order (Units in Attack corner 1 1 <gen>) to Patrol To (Center of ALL ATTACK HERE <gen>)
Wait 5.00 seconds

this trigger works good for about 10 minutes then for no reason it starts to clog. BUT i have info, this is what happens:

first itll make 3 guys, then those will walk about 3 tiles and stop... then when the next 3 make all 6 will continue going. this happens everytime, so the units will freese for 5 seconds until next ones go
 
What THE

For each (Integer A) from 1 to 2000, do (Actions)

You're doing a 2000 depth loop? Why?

With a 5 second wait trigger in there?

I'm not surprised that you're having problems then.

Just that loop alone is instructing the game to make 24000 units.

You're likely experiencing the effects of the trigger just going all to heck due to that huge loop and amount of units being created all at once. Your other triggers will likely have problems too, because this trigger will re-run every 10 seconds (and each loop iteration has a 5 second wait in it) and everything will bog down.
 
when i made the integer part 1 - 15 it only made the groups of 3 ghouls make 15 times then it stopped
 
it takes a long time to make it clog, at first it runs really smooth, guys come smoothly, but the problem im having it that the units stop for a few seconds...
 
How many units are you trying to create? Do you want constant waves of units to go into the center of the map as long as the map is running? Would it be acceptable if the heroes had to kill off all the enemies in a wave first (as it appears that not all the creeps are able to even get to the center anyway).

One way you could get around the clogging problem is to only trigger a new wave the moment one is completely destroyed.
 
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