neutral extra & victim problem

kaboo

New Member
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45
yo, im trying to make those two to fight each other, but strange thing happens.
-they spawn at a point
-then get order to attack move to fight zone
-and then to enemy base
-but everytime they meet at fight zone, they only hit few times and then run back to their own base
-when they return they go back to fight zone(this part is not strange coz every unit that enters spawn is ordered to attack move to fight zone), hit for few times again and run back
 

Slapshot136

Divide et impera
Reaction score
471
somewhere in the gameplay constants make it so that neutral units dont return to their base after X seconds or Y range
 

kaboo

New Member
Reaction score
45
the problem must be somewhere else,
i removed spawning creeps from one side and the others run whole way to the enemy base, and then they done the same with buildings, what they did on the fight zone with other creeps



->this how does the line look like
waveg.jpg


->and here are the triggers
Trigger:
  • spawn
    • Events
      • Time - Every 10.00 seconds of game time
    • Conditions
    • Actions
      • Unit - Create 1 Grunt blue for Player 2 (Blue) at (Center of blue spawn north <gen>) facing Default building facing degrees
      • Unit - Change ownership of (Last created unit) to Neutral Extra and Retain color
      • Unit - Create 1 Grunt red for Player 1 (Red) at (Center of red spawn north <gen>) facing Default building facing degrees
      • Unit - Change ownership of (Last created unit) to Neutral Victim and Retain color


Trigger:
  • red path north 1
    • Events
      • Unit - A unit enters red spawn north <gen>
    • Conditions
      • (Owner of (Entering unit)) Equal to Neutral Victim
    • Actions
      • Unit - Order (Entering unit) to Attack-Move To (Center of red path north <gen>)


Trigger:
  • red path north 2
    • Events
      • Unit - A unit enters red path north <gen>
    • Conditions
      • (Owner of (Entering unit)) Equal to Neutral Victim
    • Actions
      • Unit - Order (Entering unit) to Attack-Move To (Center of blue base <gen>)


Trigger:
  • blue path north 1
    • Events
      • Unit - A unit enters blue spawn north <gen>
    • Conditions
      • (Owner of (Entering unit)) Equal to Neutral Extra
    • Actions
      • Unit - Order (Entering unit) to Attack-Move To (Center of blue path north <gen>)


Trigger:
  • blue path north 2
    • Events
      • Unit - A unit enters blue path north <gen>
    • Conditions
      • (Owner of (Entering unit)) Equal to Neutral Extra
    • Actions
      • Unit - Order (Entering unit) to Attack-Move To (Center of red base <gen>)
 

kaboo

New Member
Reaction score
45
any ideas? pls its the core of my map to make them follow the path correctly
 

kaboo

New Member
Reaction score
45
-after few tests, it seems like they are fleeing :) = they got to 1/2 hp and then start running :/
-anyone knows how to make them not flee?

>>> somewhere in the gameplay constants make it so that neutral units dont return to their base after X seconds or Y range
-wont this affect the neutral hostiles that are as neutrals on the map?
 

kaboo

New Member
Reaction score
45
-this fixes it a bit, now they start running when their health is at 1/10 or so :D .
-other problem is that i have set the creep guard return distance and time to max(without this they dont even start to fight), but this means that the neutral creeps will follow u forever = u can take them to your base or enemy base, etc ...

-i think this can only be solved as dota 6v6 is, anyone knows how it works?
-> 12players + 2 pc controled armies + neutrals -> thats exactly what i need
 

Joccaren

You can change this now in User CP.
Reaction score
54
Well, for the Neutral Creep problem, try making a trigger that checks when they leave their region. When they leave their region, wait 10 seconds then order them back to their original point.
 

crazyfanatic

New Member
Reaction score
20
well do you incist using neutrral extra end victim? Making 2 real players that dont actually play so that AI doesnt interrupt your triggers and setting their allies should work.
 

Joccaren

You can change this now in User CP.
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54
If you do that you can't have a 12 PLAYER map. Not PC players, human players. like DotA 6v6.
 

crazyfanatic

New Member
Reaction score
20
dota is NOT MADE USING GUI so things that work in dota are really hard to make GUI, but most likely Jass is required. Neutrals are hard to control and dota 6v6 uses most JASS to power them.
 

Joccaren

You can change this now in User CP.
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54
you don't really know that, most spells in DotA either don't require triggers or are easily made in GUI, same as most of the systems.
The Neutrals may not require JASS and if they do, there will almost certainly be a GUI way to do it.
Icefrog isn't the god-of-all-warcraft, able to do things we couldn't dream of. DotA may be entirely made with JASS, but if there is a simpler way to do it in GUI, I don't see why he would do that. There is no logic behind that theory.

@Kaboo: Try creating a region where they normally flee and, when a unit enters/leaves the region, if it is owned by your neutral, order it to patrol wherever you like.
 

crazyfanatic

New Member
Reaction score
20
when you learn using JASS, GUI starts looking finny and not so useful. Take the wild axes ability /two axes are thrown, spin and returned to caster/. Gui way is like terrible lag and axes make even the most precisely made angles sometimes funny, but when you use jass it looks way better. So i dont say icefrog is a god, je just has mire experience than regular editors, some ones are even better. I say that if there are some things made usung jass, and you did them by yourself, you start using mainly jass saving time while not searching in lists. Jass is mainly gui functions typed customly with some extra combination options, nithing more, but it can do many other things. However, neutrals can be hardly controlled, just takes time.
 

Joccaren

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Yes, but there are many spells that don't require JASS and as you said, JASS is mostly GUI functions in custom script, making them more efficient. It can do more things, but it can't do everything. I doubt it has a way to disable Neutral behaviour for Neutral victim and Neutral Extra, I also doubt that finding a workaround to this would require JASS
 

kaboo

New Member
Reaction score
45
-i think its good that they flee after all :p ("It's wiser to dine in the morning."), it will bring a new dimension to the map :D {u fight the tower on enemy base and your creeps start fleeing} :D its funny and something i havent seen anywhere.
-and thx for the fix of real neutrals :)
 
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