Spawn Waves run away when hurt

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The_Prophet

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ok im making an aos type map. the units spawn from a main base and then attack move to the enemys main base. I made the spawn players neutral extra and vitim becuase i wanted all 12 slots for human players. Anyways everything works fine until the units get to near death. Then they procede to run back to the main base like the computer ai would in a normal game. Is there any way to prevent this? I've already set stats - can flee to false for the units, and i have already increased the camp guard distance.
 
You have to increase the creep distance to the max (just type "99999") and then it should work. All neutral computers have units run back to their position after invading a specific point. It is OBVIOUS that spawn waves would reach their distance of perhaps 1000 and then run their arses back to base.

As for being hurt and running back, have you accidentally loaded any ai files? And, perhaps, Neutral Victim does that automatically. I have personally not used them as I'm content with using 2 slots for enemies and 10 slots for humans.
 
You have to increase the creep distance to the max (just type "99999") and then it should work. All neutral computers have units run back to their position after invading a specific point. It is OBVIOUS that spawn waves would reach their distance of perhaps 1000 and then run their arses back to base.

I did that already. The units don’t run back unless they’re about to die.

As for being hurt and running back, have you accidentally loaded any ai files? And, perhaps, Neutral Victim does that automatically. I have personally not used them as I'm content with using 2 slots for enemies and 10 slots for humans.

No I haven’t loaded any ai files. And both Neutral Extra and Neutral Victim do this.

this can be fixed easily in object editor.
Can Flee [x]False

Did you even read my post?

This problem is really puzzling me. Right now, me and my friend whos working on the map with me just say its a "moral feature" and that units run away when they fear their going to lose the battle lol. But really, its getting annoying and i wish i could figure out the problem to this.
 
Axe.killer said:
this can be fixed easily in object editor.
Can Flee [x]False
I think he's right. Go to the Object Editor, select the unit, and make sure the Can Flee field is set to false.
 
I had a problem like this with lightning shield, though it wasn't doing it to neutral passives it was doing it to an ally, and it was doing it no matter what health.

I didn't bother to dig too deep into it, rather just strengthened the waypointing system I had so if creeps were retreating they just got ordered back.
 
I have the same problem.
Apparently, it only occures when enemy buildings attacks the neutral unit.
Tides of Blood's creators had the same problem.
The only solution for this is to set your buildings as units, turning their "Stats - Is A Building" value off.

I basically see no problem setting buildings as units, but I wish there was a simpler solution for this.
 
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