Creeps run from towers

A

AgentPaper

Guest
Im making a TD and im using creeps as the runners, everything is ok but they run from towers when attacked, and i cant find to turn it off in gameplay constants! help please!

also im making a tower in the game that shoots 3-6 (on different levels) rapid shots then "reloads" for a sec or 2. i tried using a trigger to pause the unit, but it stays unpaused.
 
Im making a TD and im using creeps as the runners, everything is ok but they run from towers when attacked, and i cant find to turn it off in gameplay constants! help please!

I believe there is a setting in the object editor. Just click on the creep you are using and go down to the setting labeled "Stats - Can Flee" set that to false, this may keep them from running. Test it with your starting creep and see if they dont run away, if it still doesnt work then im not sure what to change :( !
 
Maybe?

This shouldnt work, but it may be worth a try if you cant figure anything out.
In your TD, i assume you want the units to run to a point. so...

events-
a unit is attacked

conditions-
make as needed-

actions-
order attacked unit to move to region...

lol just a thought. may not work.
 
Please post your tower(rapid fire) trigger up so we can review it.
 
ya actually i based all my creeps off one so they all have can flee-disabled. and the trigger to move you want? it jus makes 10 units, sets their life, and moves them to the region end. also if nothing else works i might try that one running off being attacked, though it would be hard since its a solo td with 12 different ending points to move to.
 
or, instead of having the runners as the creeps player, have them as player 12 or something.... but you probly have all 12 slots filled..... if you dont, that could probly help you.
 
Plz post your reload trigger/s to help see where u may have gone wrong...
 
Well i was also having problems with the players attacking other players creeps, so i killed 2 birds with 1 giant heavy stone an made the enemies player 11 an 12 alternatly, so its fixerd now.

heres the trigger for the tower:

Missle Towers
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to Missle Tower) or (((Unit-type of (Matching unit)) Equal to Missle Tower 2) or (((Unit-type of (Matching unit)) Equal to Missle Tower 3) or (((Unit-type of (Matching unit)) Equal and do (Actions)
Loop - Actions
Unit - Pause (Picked unit)
Wait 2.00 game-time seconds
Unit - Unpause all units*

* i changed this from being unpause picked units, havent tested not sure if it will make a difference
 
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