How to fix this?

[DS]Rebel

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in my map, the units are created in a region by a trigger. then the units patrol-to a region which is in the enemy base. but the problem is when the units get stunned, they return back to the starting region, how to fix this so they continue their journey to the enemy base?
 

[DS]Rebel

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Here is a trigger which creates units for Humans:

Trigger:
  • Spawn Footmen
    • Events
      • Time - Every 30.00 seconds of game time
    • Conditions
    • Actions
      • Unit - Create 1 Footman for Player 11 (Dark Green) at (Center of Human Top 1 <gen>) facing (Position of (Triggering unit))
      • Unit - Create 1 Footman for Player 11 (Dark Green) at (Center of Human Top 2 <gen>) facing (Position of (Triggering unit))
      • Unit - Create 1 Footman for Player 11 (Dark Green) at (Center of Human Top 3 <gen>) facing (Position of (Triggering unit))
      • Unit - Create 1 Footman for Player 11 (Dark Green) at (Center of Human Top 4 <gen>) facing (Position of (Triggering unit))
      • Unit - Create 1 Footman for Player 11 (Dark Green) at (Center of Human Bot 1 <gen>) facing (Position of (Triggering unit))
      • Unit - Create 1 Footman for Player 11 (Dark Green) at (Center of Human Bot 2 <gen>) facing (Position of (Triggering unit))
      • Unit - Create 1 Footman for Player 11 (Dark Green) at (Center of Human Bot 3 <gen>) facing (Position of (Triggering unit))
      • Unit - Create 1 Footman for Player 11 (Dark Green) at (Center of Human Bot 4 <gen>) facing (Position of (Triggering unit))


Here is a trigger which moves the units for Humans top lane:

Trigger:
  • Move Footmen
    • Events
      • Unit - A unit enters Human Top 1 <gen>
      • Unit - A unit enters Human Top 2 <gen>
      • Unit - A unit enters Human Top 3 <gen>
      • Unit - A unit enters Human Top 4 <gen>
    • Conditions
      • And - All (Conditions) are true
        • Conditions
          • (Owner of (Entering unit)) Equal to Player 11 (Dark Green)
    • Actions
      • Unit - Order (Entering unit) to Patrol To (Center of Demon Top <gen>)


Here is a trigger for Humans bottom lane:

Trigger:
  • Move Footmen Bot
    • Events
      • Unit - A unit enters Human Bot 1 <gen>
      • Unit - A unit enters Human Bot 2 <gen>
      • Unit - A unit enters Human Bot 3 <gen>
      • Unit - A unit enters Human Bot 4 <gen>
    • Conditions
      • And - All (Conditions) are true
        • Conditions
          • (Owner of (Entering unit)) Equal to Player 11 (Dark Green)
    • Actions
      • Unit - Order (Entering unit) to Patrol To (Center of Demon Bottom <gen>)
 

Komaqtion

You can change this now in User CP.
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469
After all those Unit creations, try adding this line:
Trigger:
  • AI - Ignore (Last created unit)'s guard position


And, why patrol, instead of Attack - Move ?
 

Angel_Island

Much long, many time, wow
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[DS]Rebel, if you are using patrol to, I think you can remove one of the "Move Footmen" triggers.
 

Komaqtion

You can change this now in User CP.
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[DS]Rebel, if you are using patrol to, I think you can remove one of the "Move Footmen" triggers.

yeah, just add those actions to the upper trigger, under the created units, like:

Trigger:
  • Patrol
    • Events
      • Time - Every 30.00 seconds of game time
    • Conditions
    • Actions
      • Set TempPoint = (Center of Human Top 1 <gen>)
      • Set TempPoint2 = (Center of Human Bot 1 <gen>)
      • Unit - Create 1 Footman for Player 11 (Dark Green) at TempPoint facing Default building facing degrees
      • Custom script: call RemoveLocation(udg_TempPoint)
      • AI - Ignore (Last created unit)'s guard position
      • Unit - Order (Last created unit) to Patrol To TempPoint2
      • Custom script: call RemoveLocation(udg_TempPoint2)


Note: That is just for one point and one unit.
You need to do that 7 times more and change the points ;)
 

[DS]Rebel

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ok thanks everyone, i will try that after i get back home. someone asked why patrol instead of attack-move?

if i change it to attack-move to then caster units like shamans or necromancers won't cast auto-cast abilities like bloodlust or raise dead. with Patrol they do cast.
 

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
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"if i change it to attack-move to then caster units like shamans or necromancers won't cast auto-cast abilities like bloodlust or raise dead. with Patrol they do cast."

Is it real? I found the creeps still using their spell in emjlr's dota heroes v1b.
 

[DS]Rebel

New Member
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1
"if i change it to attack-move to then caster units like shamans or necromancers won't cast auto-cast abilities like bloodlust or raise dead. with Patrol they do cast."

Is it real? I found the creeps still using their spell in emjlr's dota heroes v1b.

yes because i think those footmen that spawn in my map are player 11 not neutral thats why.
 
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