Priorities all the same?

shiFt

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What would happen if I set all the priorities of all the units in a map the same, would attack selection from towers be completely random?

How does dotas creep pull system work, if u attack a hero the creeps attack you??
 
thinks so,

dotas pull systems works as if you attack a hero with a hero you automatic get agro from the creeps if you are within a specific range (like 600), only works with normal attack (like order: smart and attack) you wont get agro if you uses spell or "orb walk"
do do this, check if the attacked units attacking units order is attack or smart and attacking unit is a hero then do, pick every (autospawn unit), order picked unit to attack attacking unit
 
what is smart and what are the autospawn units?

If I order enemy creeps in range of attacked Hero to attack a hero would that not mean they would not stop attacking that hero till it dies? Wouldnt it make sense to have my creeps attack the creep trying to attack me?
 
what is smart and what are the autospawn units?

If I order enemy creeps in range of attacked Hero to attack a hero would that not mean they would not stop attacking that hero till it dies? Wouldnt it make sense to have my creeps attack the creep trying to attack me?

smart is an order string, like when you left click with your mouse to move or when you attack move.
yes they will ont stop attack the hero until they die or the hero geto ut of sight, and thats how it is in dotA.
Thats up to you how you want your creeps to act.
 
DotA Creeps stop attacking the hero after 3 sec not when out of sight
 
With a trigger. Unit attacked. Attacked unit hero. Attacking unit hero. Pick all creeps within 950 of attaced unit and order them to attack attacking unit
 
yes but how owuld u set the stop attacking hero after 3seconds? and would these orders not mess up creep pathing through lanes?
 
You start a count down time that expirers in 3 second and have another trigger with the event timer expires then pick creeps again then order then to go where the were supose to go in the first place
 
In DotA the units do not attack you for 3 sec. They just start attacking you and when you back away they will acquire a new target. I believe that this happens because they use the "attack once" order and not the "attack" order.
 
yeah i always sucked at creep AI i want to see how this is done + rep to anyone who can duplicate dota's
 
Here ya go. I haven't tested it but it should work just fine.

Just change 300 to whatever you want and Player 1 (red) to whatever player controls your creeps.

Trigger:
  • Creep Agro
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • ((Attacked unit) is A Hero) Equal to (==) True
      • ((Attacking unit) is A Hero) Equal to (==) True
    • Actions
      • Set Temp_Point = (Position of (Attacking unit))
      • Set Temp_UnitGrp = (Units within 300.00 of Temp_Point matching (((Matching unit) is owned by Player 1 (Red)) Equal to (==) True))
      • Unit Group - Pick every unit in Temp_UnitGrp and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Attack Once (Attacking unit)
      • Custom script: call RemoveLocation(udg_Temp_Point)
      • Custom script: call DestroyGroup(udg_Temp_UnitGrp)
 
Here ya go. I haven't tested it but it should work just fine.

Just change 300 to whatever you want and Player 1 (red) to whatever player controls your creeps.

Trigger:
  • Creep Agro
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • ((Attacked unit) is A Hero) Equal to (==) True
      • ((Attacking unit) is A Hero) Equal to (==) True
    • Actions
      • Set Temp_Point = (Position of (Attacking unit))
      • Set Temp_UnitGrp = (Units within 300.00 of Temp_Point matching (((Matching unit) is owned by Player 1 (Red)) Equal to (==) True))
      • Unit Group - Pick every unit in Temp_UnitGrp and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Attack Once (Attacking unit)
      • Custom script: call RemoveLocation(udg_Temp_Point)
      • Custom script: call DestroyGroup(udg_Temp_UnitGrp)
this will work, but not the same as DotA

I believe dota didn't triggered the system, they act like normal units and they have some kind of priorities in them

1. if u attack a hero, the creeps will attack you, order your hero to attack an allied unit that is currently attacking an enemy unit and the enemy creeps will stop attacking you (this is common seen in towers attacking you and stop them by attacking an allied unit)

2. if you trigger it, when the creeps starts to attack you and you stop attacking the hero and at the same time your creeps attacks the creeps that attacks you, they will never target the creeps instead focus on attacking you which is weird

3. if you trigger it, when the creeps targets an attack to you and you get out of sight from them (i.e. invisiblity, blink, dies, teleports, out of sight range) then they will stop in their position, not resuming their orders to attack to that certain region

and last, ive found a map that has that kind of system (looks like it is dota template and some custom map i played), I looked into their triggers and found nothing
 
Well if this method has so many faults then I would be interested in seeing how it is actually done in DotA. The only other thing that I can think of is Stats - Priority (upri) in the unit editor. Maybe if you change these numbers it will affect it somehow.
 
it looks like waaaks has put alot of effort into this matter, so it seems that this isnt triggered maybe just proper use of priorities? But does any1 knw what they are?
 
Chaoswarlock. Dota doesnt use attack once. If so you can attack the enemy hero and keep running away then the creep will just keep folowing you until the get the attack in which is not the case
 
I really want to know how the hell I've done this system into my RotG v1.34 last time, I didn't triggered it, its just there.
 
Stats - Priority (Integer)
Defines at what point the unit/building/hero will be attacked when within a group of units/buildings/heroes being attacked. The values entered can range from 0 to 20, with 0 meaning that the unit/building/hero will be attacked last, and 20 meaning that it will be attacked first.

From http://world-editor-tutorials.thehelper.net/uniteditor.php

If you look at the defaults for units heroes seem to be higher than normal units. So maybe all you have to do is simply up heroes to a high priority.
 
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