Map help!

  • Thread starter Thread starter panhandler
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panhandler

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Ok guys i need help i have been testing with this map for a long time trying to get it to work if you check it out then u will see that there will be guys on the map already it was just so i can test it! and i need help on getting the spawned guys to move i cant get it!! please help and any suggestions would be awsome! thanks!
 

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hmm... if you like footswitches do this on the triggers
event
unit:unit enters footswitch region
action
trigger:turn of (this trigger)
action
destructible:open/close/cestroy gate
if you like adventures and you want text to tell hints or somthing do this to triggers
event
unit:unit enters text region
action
game:the text (do what you like)
i'd think you'd like RPG's so i covered the basics :D
 
Make the spawn point a region, and then make a region for where you want them to go, and use this trigger:

Event- a unit enters (spawn region)
Condition- unit is equal to (type you want) equal to true
Action- Issue order to (triggering unit) to Attack-Move to (destination region)
 
The only problem with mass attack moves are that units will take a few steps forward, then pause, then a few steps forward... in effect making it too easy for decent hit & runners.

-Demonfaze
 
Demonfaze I think you just answered my question as to why I am experiencing that exact Anomoly on my map....my guys move up a bit, then stop, then move up a bit and stop...sometimes they even turn around and go back.

Is there an easier or more effective way to do a mass Attack To movement?
 
Kaerwynd: Yeah, mass attack moving is a bit laggy.

I generally make maps that are player vs player, since thats' just my style of map, but maybe you could order the units to attack a random unit from all the player units. Usually if its a team-game like Night of the Dead, then it would look a lot like they were Attack Moving, just a lot smoother.

Also, you could order them to attack a dfferent random unit every 30 seconds or every minute so that one person couldn't "distract" the enemy if it was so obvious.

The little "moving back" part is what happens if a unit doesn't know where to go like if a unit he was ordered to attack dies (I think). Just make a trigger that runs on Time Elapsed = 0.00 seconds and with the action:

Code:
AI - Ignore the guard positions of all Player 1 (Red) units

NOTE: Change Player 1 to whatever player owns the creeps. Obviously you can do it for more than one player by just copy and pasting the line of the trigger.

-Demonfaze
 
Mass attack? What are you talkin about? Do you mean where faster units slow down because they are in the same group as others in order to stay togehter (like minimum and maximum speeds in editor)?
 
One other possibility comes 2 mind. Goto Object Editor. Find unit u r spawning and select it. Look in right window side and find <Name> "Stats-Can Flee" and change <Value> to FALSE.
 
Yeah. That "flee" is when if a unit is hit but it cannot fight back (either it can't target whatever its attacking it, or it can't see it), then it will run away if marked true -- screwing up your pathing.

Marksman: I'm talking about if you order like a lot of units to attack-move somewhere, they will take some steps forward, then stop (completely), then more steps forward. (The amount of steps they take forward depends on how many units there are on the map. The more units -- less steps forward before a pause). It has nothing to do with movement speed.

-Demonfaze
 
Do you mean they won't move full speed because they will be running into each other or because they were ordered to move as a group? Cause if you think they are a unit group, they are not, each unit triggers it individually.
 
Noooo they run full speed for a few seconds, then they stop (completely). Then they move full speed for a few seconds. Repeat.

I think its only when you order them to move as a unit group. I'd have to look into it.

-Demonfaze
 
Exactly, thats what I thought you meant. Well if you trigger it individually for each unit like in my trigger earlier, you won't get that problem.
 
Also, units can pause when they r ordered to a destination that is not at an easily seen/accessed point (like through trees/arround buildings and clear across the map, or when the path to get there is narrowed too much. Just wat I've noticed in the maps I've done. Sorry if they don't seem to apply to u...but shooting in the dark (not seeing the map situation) makes it a bit like diagnosing a toothache over the phone.
 
Sorry Marksman, didn't notice your trigger. Hmm...I always use unit enters region --> order to next region for pathing, thats why I didn't get the pathing problem :banghead:.

Thanks for the info.

Kaerwynd: this is useful information, so you should read this since your creeps were messed up in this exact way.

-Demonfaze
 
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