Leak shit

kaftis10

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my neutral creeps seem to go only the half way to their point...here is an example of the triggers
1.
Trigger:
  • Events
    • Time - Every 40.00 seconds of game time
    • Conditions
    • (Fire Dragon Mother 0917 <gen> is alive) Equal to True
    • Actions
    • Trigger - Turn on (This trigger)
    • Set reddragons = (Center of fire dragons <gen>)
    • Unit - Create 1 Fire Dragon for Neutral Hostile at reddragons facing 0.00 degrees
    • Custom script: call RemoveLocation(udg_reddragons)

2.
Trigger:
  • Events
    • Unit - A unit enters fire dragons <gen>
    • Conditions
    • (Unit-type of (Entering unit)) Equal to Fire Dragon
    • Actions
    • Set reddragonsend = (Center of fire dragons end <gen>)
    • Unit - Order (Triggering unit) to Attack-Move To reddragonsend
    • Custom script: call RemoveLocation(udg_reddragonsend)

3.
Trigger:
  • Events
    • Unit - A unit enters fire dragons end <gen>
    • Conditions
    • (Unit-type of (Entering unit)) Equal to Fire Dragon
    • Actions
    • Set reddragons = (Center of fire dragons <gen>)
    • Unit - Order (Triggering unit) to Attack-Move To reddragons
    • Custom script: call RemoveLocation(udg_reddragons)
 

GFreak45

I didnt slap you, i high 5'd your face.
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  1. Please put [ wc3][/wc3] tags around your triggers (without the space on the [ wc3])
  2. Is there some kind of trigger ordering units to cast spells during their trip? Any other types of orders being issued?
  3. I believe (although it would take slightly more memory) that it would be more efficient to have a variable named centerOfFireDragons that just always keeps the center, i mean if you have a lot of units being made and reaching the place its constantly removing and recreating that location, which is extra processing time that doesnt need to be used if you just have a variable that you never modify
  4. it appears that you pasted the same trigger twice for 2 and 3, is there one you meant to post that may answer my second question?
Answer those and you will more than likely answer your questions.
 

kaftis10

Member
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0
1. done
2. no spell triggers
3.i cant exactly understand what you mean but i have 2 more trigger folders that conect to the above.. i guess all together make a big mess:
.a.folder.
Trigger:
  • Events
    • Time - Every 110.00 seconds of game time
    • Conditions
    • (Fire Dragon Mother 0917 <gen> is alive) Equal to True
    • Actions
    • Trigger - Turn on (This trigger)
    • Set reddragons = (Center of fire dragons <gen>)
    • Unit - Create 1 Great Fire Dragon for Neutral Hostile at reddragons facing 0.00 degrees
    • Custom script: call RemoveLocation(udg_reddragons)

Trigger:
  • Events
    • Unit - A unit enters fire dragons <gen>
    • Conditions
    • (Unit-type of (Entering unit)) Equal to Great Fire Dragon
    • Actions
    • Set Orcmain = (Center of Orc main <gen>)
    • Unit - Order (Triggering unit) to Attack-Move To Orcmain
    • Custom script: call RemoveLocation(udg_Orcmain)

.b.folder.
Trigger:
  • Events
    • Time - Every 110.00 seconds of game time
    • Conditions
    • (Fire Dragon Mother 0917 <gen> is alive) Equal to True
    • Actions
    • Trigger - Turn on (This trigger)
    • Set reddragons = (Center of fire dragons <gen>)
    • Unit - Create 1 Great Fire Dragon2 for Neutral Hostile at reddragons facing 0.00 degrees
    • Custom script: call RemoveLocation(udg_reddragons)

Trigger:
  • Events
    • Unit - A unit enters fire dragons <gen>
    • Conditions
    • (Unit-type of (Entering unit)) Equal to Great Fire Dragon2
    • Actions
    • Set dwarfmain = (Center of Dwarf main <gen>)
    • Unit - Order (Triggering unit) to Attack-Move To dwarfmain
    • Custom script: call RemoveLocation(udg_dwarfmain)

4.the trigger 2 and 3 are not the same, but together they create a patrol move
 

GFreak45

I didnt slap you, i high 5'd your face.
Reaction score
130
Oh i see, try this to replace 2 and 3:
Trigger:
  • Fire Dragon Spawn
    • Events
      • Unit - A unit enters fire dragons <gen>
    • Conditions
    • Actions
      • If (Conditions) Then (Actions), Else (Actions)
        • If (Conditions)
          • (Unit-type of (Entering unit)) Equal to Great Fire Dragon
        • Then (Actions)
          • Set Orcmain = (Center of Orc main <gen>)
          • Unit - Order (Triggering unit) to Attack-Move To Orcmain
          • Custom script: call RemoveLocation(udg_Orcmain)
        • Else (Actions)
          • If (Conditions) Then (Actions), Else (Actions)
            • If (Conditions)
              • (Unit-type of (Entering unit)) Equal to Great Fire Dragon2
            • Then (Actions)
              • Set dwarfmain = (Center of Dwarf main <gen>)
              • Unit - Order (Triggering unit) to Attack-Move To dwarfmain
              • Custom script: call RemoveLocation(udg_dwarfmain)
            • Else (Actions)

That way only 1 trigger fires rather than 2 (it will reduce lag from it)

Also this line is useless in 1 and 3:
Trigger:
  • Trigger - Turn on this trigger


Also are there any stuns and/or disabling effects that stop movement temporarily? That could be causing this
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Reaction score
613
Maybe it's got to do with Creeps - Guard Distance under Gameplay Constants.
 

AriesX_420

Active Member
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1
Neutral Units will only patrol inside their acquisition range. If something happens to them outside of that range they will forget what there were ordered because they're dumb as hell.

As far as movement goes im pretty sure if something happens to them regardless they forget and stop or go back to their origin. As far as it goes neutral hostile are so user friendly with patroling / movement.

I would suggest adding a periodic trigger which every 10 seconds or go it will reissue the move order.

OR

If you are not too far ahead and you can set a Computer Player to be a Neutral Hostile "like" Player, then the Patrolling and Movement will not be an issue
 
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