Creeps retreating?

SuperJello

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Im making a castle defence kind of game and when the creatures from the waves get reduced down to hlaf their life, they retreat back to where they spawned. How can i stop them from retreating and make them attack until they are killed?
 

Volkof

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Are you using Neutral Hostile as creeps?

If yes, you can go to Gameplay Constant, search for Creep Return Distance and change that to a very high number.

Else, just use Player 12 or any unused player as creeps
 

SuperJello

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If you mean creep gaurd return distance, then yeah i put it to a very high number but it still retreats =/. I dunno whats going on plus I sorta need all the player slots.
 

Faust

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Same goddamn problem I'm having. I really hope someone knows an answer.

Well, have you tried re-sending them to the target when they hp become low? Or when they get an order.
 

the_ideal

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I believe changing this field to "false" for all your creeps will solve your problem.
flee.png
 

Komaqtion

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Try adding this line under when you create the units:
Trigger:
  • AI - Ignore (Last created unit)'s guard position
 

FhelZone

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Usually, units that has been created will return to where they last remembered where they were. Like some old bugs in DotA creeps will try to go back. Though I bet this has been solved with multiple regions created. And use coordinates to instruct the unit. Also use attack at point.
 

Faust

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I play plenty of dota but I've seen nothing like this. And they don't use many regions for creep control.

I tried coordinate instructions but it didn't do anything.
What is "attack at point"?
 

Faust

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That's great idea, so they will go and shred themselves right through my maze. Thanks. :D

I'm creating a maul, not just a TD. Towers are not invulnerable. :)
 

2evil

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adds challenge, right?
i believe there was a fix in this, selecting the crrep unit group and telling them to move every x seconds. also, pathing can mess things up
 

SwedishChef

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hmm there is also an option called creeps return time in gameplay constants, tried setting that to a high value?
 

Sneakster

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I know this is just a general outline but you could base a trigger off of this to keep your creeps fighting.

Trigger:
  • No Retreat
    • Events
      • Unit - A unit owned by Neutral Hostile Is attacked
    • Conditions
      • (Percentage life of (Attacked unit)) Less than or equal to (<=) 50.00
    • Actions
      • Unit - Order (Attacked unit) to Attack (Attacking unit)
 

Faust

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What the hell fighting are you talking about?

I put a high value in gameplay constants for every creep thing.

And with a low frequency reordering, it will look ugly because they will turn back, and then turn around again...
A high frequency can cause serious lag I think :\
 

PrisonLove

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The best way that I've found is to add the units to a unit group when they are spawned and then use a periodic trigger to tell them to attack move to a certain point. If you do this every 5 seconds or so, they will not go back to their spawn and instead keep on attacking. This also works for units that use spells (if they cast a spell it stops their attack move order and they just stand still).
 

Faust

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That's horrible.

It gets its hp to 50%, starts running backwards, then after 4 seconds it starts running to the exit again. Great. -.-

If I order them too often, they can't attack.
 

PrisonLove

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well, it's a trade off. It's either they don't attack and run away, or they move backward and then come back. If you find a better way to do this please let me know (as I would love to know how for future reference), but I believe this is the most simple and effective option at the moment.
 

Faust

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Necromancing rawr

Well I tried something today.
I discovered that they are ordered to MOVE to their original point, and we can order them by SMART too (right click in gui)
Trigger:
  • STUFF
    • Events
      • Unit - A unit Is issued an order targeting a point
    • Conditions
      • (Issued order) Equal to (Order(move))
      • (Owner of (Triggering unit)) Equal to Neutral Hostile
    • Actions
      • Custom script: call BJDebugMsg("WTF")
      • Unit - Order (Triggering unit) to Right-Click (Position of Wormhole 0112 <gen>)


Apparently, they are not ordered once to go back when their hp reaches half, they are ordered whenever they take damage.
But of course every time I override that command, but it is still visible... They hang there for a very very little, a fraction of second, and because there are towers that have triggered, low frequency attack (means they deal damage every 2 seconds for 1 second each 0.01 second, or something like that), their animation is a little messed up, and they also slow down a little.

Can I do anything to prevent that?
 
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