How to make units run&attack

  • Thread starter Thread starter Cmeyer24
  • Start date Start date
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Cmeyer24

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Ok, heres another question,
how do I continuously make units spawn and then tell them to go to a certain place, but attack everything it sees before it goes to that place, what I mean is like what they have going in DotA and Hero Wars. I want to spawn oh say 20 or so at a time them make them go to an area and destroy something but kill towers/units before it goes to kill the thing it was commanded too. Also I am meaning for this to be done from a trigger not from a player, the computer will own these units.

I know how to make units go to an area but they dont attack anything they just run to the area, so please help me out with this.
 
If you already can make units move to the area you want, you probably used:

Unit - Order <unit> to Move To (Center of <region>)

instead, try using

Unit - Order <unit> to Attack-Move To (Center of <region>)
 
hmmm

Thats only one unit though....8 / I'm talking about like 20 or more
 
Spawn in a region.

If you spawn them all in a region...then after you spawn them all:

Code:
Unit Group - Pick every unit in (Units in SPAWNREGION <gen> matching ((Owner of (Picked unit)) Equal to COMPUTER (Brown))) and do (Unit - Order (Picked unit) to Attack-Move To (Center of DESTREGION <gen>))

Or whatever attack-move destination you want. ;0
 
I think it's better if you treat every unit as a specific unit instead of as a part of a unit group. I have made a map that uses such a system too, and this is how I did it:

HTML:
Waypoint 1
    Events
        Unit - A unit enters <Waypoint 1>
    Conditions
    Actions
        If ((Unit-type of (Triggering unit)) Equal to <Troop Type 1>) then do (Unit - Order (Triggering unit) to Attack-Move To (Center of <Waypoint 2>)) else do (Do nothing)
        If ((Unit-type of (Triggering unit)) Equal to <Troop Type 2>) then do (Unit - Order (Triggering unit) to Attack-Move To (Center of <Waypoint 0>)) else do (Do nothing)
In my case, troop type 1 were swordsmen and troop type 2 were skeletons, those two troops being enemy's of eachother. In total I used about 5 or six waypoints, each having it's own similar trigger to order the units to attack-move to the next waypoint.

It worked perfectly for me.
 
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