Regions and Ordering units to move

Well if the unit is being created while in the region, im saying no, unless there is a Unit in that region making a unit..Then thats diffrent, but i could be wrong... But can you answer me a quetion? Do you now how to make a certain unit attack a certain region?
 
On the pull-down
Unit - Issue order targeting a point
Then set it up like this
Unit : Attack-Move To ( center of region (region) )

Attack-Moves are kind of like a patrol, they'll attack anything along the way.... only they dont keep patrolling back and forth.

The only thing is, if theres nothing there to attack, or nothing the unit can see within his "aquistion range" - he'll go back to where he was and stay. Thats my prob.
 
Does CREATING a unit (that happens to be inside a region)

Count as an event "Unit - a unit enters a region" ?????

Yes :)

The only thing is, if theres nothing there to attack, or nothing the unit can see within his "aquistion range" - he'll go back to where he was and stay. Thats my prob.

That's cause by 1 of 2 things:

1) The unit is owned by a comp which has been given an AI.

2) The unit is owned by neutral hostile.


For both cases, its a complete b*tch to get the units to do what you want, and I believe in case 2) its pretty much impossible, neutral hostile units are the most stubborn units you will ever meet.

In the case of 1), a possiblity to fix the problem is to use the action 'AI - Ignore all unit guard positions', with the key being that you must use this action every single time you create units for that player.

Oh yeah, and since I spent forever figuring it out, here's my take on making a non-person owned player that you can control fully using triggers:

1) go to scenario -> player properties , pick any player out of players 1 - 12, and set the player controller to neutral.

2) Use the action 'player - set alliance' , to make that neutral player hostile towards your other person-owned players. Remember to do it both ways i.e. player x hostile to player y, and player y hostile to player x.

3) Thats pretty much it, just make sure you do not assign an AI to that neutral player, and thus you will be able to have full trigger control over it.
 
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