Neutral Passive Unit Ordered To Follow Player Unit Stops Following

Squeekems

TH.net Regular
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Below is a trigger for a quest in my map. The problem is that Blue Kids 0224 <gen> stops following my HERO after a ways.
I did...
Trigger:
  • AI - Ignore the guard positions of all Player 12 (Brown) units

... At the start of the map, but it doesn't seem to stop him from attempting to run back to where I found him. Any Ideas of why this is happening and how I can fix it?

Trigger:
  • Rescue Blue Kids
    • Events
      • Player - Player 1 (Red) Selects a unit
      • Player - Player 2 (Blue) Selects a unit
      • Player - Player 3 (Teal) Selects a unit
      • Player - Player 4 (Purple) Selects a unit
      • Player - Player 5 (Yellow) Selects a unit
      • Player - Player 6 (Orange) Selects a unit
      • Player - Player 7 (Green) Selects a unit
      • Player - Player 8 (Pink) Selects a unit
    • Conditions
      • (Triggering unit) Equal to Blue Kids 0224 &lt;gen&gt;
    • Actions
      • Set UnitPoint[0] = (Position of HERO[(Player number of (Triggering player))])
      • Set UnitPoint[1] = (Position of Blue Kids 0224 &lt;gen&gt;)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Distance between UnitPoint[0] and UnitPoint[1]) Less than or equal to 600.00
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Triggering unit) Equal to QuestGiver[(Player number of (Triggering player))]
            • Then - Actions
              • Trigger - Turn off (This trigger)
              • Unit - Remove Wander (Neutral) from Blue Kids 0224 &lt;gen&gt;
              • Unit - Order Blue Kids 0224 &lt;gen&gt; to Right-Click HERO[(Player number of (Triggering player))]
              • Game - Display to PLAYING the text: |cff0000FFBlue Kids...
              • Trigger - Turn on Quest Finish Blue Death &lt;gen&gt;
            • Else - Actions
              • Set QuestGiver[(Player number of (Triggering player))] = (Triggering unit)
        • Else - Actions
 

Solu9

You can change this now in User CP.
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Gameplay Constants -> "Follow Range - Unit" perhaps?
 

Dirac

22710180
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147
Maybe they lost visibility of the hero, make sure player 12 has visibility for the whole map.

@Solu9
I don't see how is that follow range matters on this particular subject
 

Squeekems

TH.net Regular
Reaction score
11
Maybe they lost visibility of the hero, make sure player 12 has visibility for the whole map.
Yeah, but I also did...
Trigger:
  • Player Group - Make PLAYING treat Player Group - Neutral Passive as an Ally with shared vision

... At the start of my map.
(PLAYING is All players that are actual players that are currently playing)
 

Solu9

You can change this now in User CP.
Reaction score
216
Maybe they lost visibility of the hero, make sure player 12 has visibility for the whole map.

@Solu9
I don't see how is that follow range matters on this particular subject

In conjunction with your proposal I think it is a valid point.
 

Squeekems

TH.net Regular
Reaction score
11
I'm working on my map with Livestream going if you want to come by and comment on it/help me out with my problems.

Link to my channel!

EDIT: After further testing, I see that Blue Kids 0224 <gen> stops following the HERO after he isn't able to fit past whatever the HERO walks through. I was using the Blademaster to test this. <( >_<)> Still, any ideas to fix this?
 
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