Stupid units...

Chuck Norris?

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doinStUfF

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Ok, I'm working on a little rpg style campaign and, keep in mind im new at this, but my first real quest isn't really working out...
What i want is a group of units to attack a town that you recently rescued, and a passive Sylvanas to defend the town.
What i get is the group of units running over to the town, 2 or 3 of them attacking, and the rest just standing there, and i also get sylvanas running over towards them, attacking for about 5 seconds, and running back to her spot and being stupid.
Here's what my trigger looks like:
Events:
Unit-Worker (blood elf) changes owner
Conditions
Actions
quest display :blah blah
unit group - order units in region to attack ground at region
unit group - add all units at first region to group marines
wait some time
unit - order sylvanas to attack marine[0]

(marines is an array)

am i being stupid here? or whats the deal?
it doesn't make sense that some marines attack and some are completely inept, they all get the command, because they all move, but it's an attack command, and apparently the few and the proud think they're too good to attack lol.
I know i should probably do a separate thing for sylvanas, but i don't see a condition for units entering a region? maybe just an event on a separate trigger...

any help is much appreciated
 

Solu9

You can change this now in User CP.
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Neutral units, both passive and hostile, uses Gameplay Constants to determine how far, and how long, they will run from their stating position. You can change these values under Module -> Gameplay Constants I mentioned before. Look for "Creeps - Guard Return Distance" and "Creeps - Guard Return Time (sec)".

Also instead of ordering your units to attack ground, make them attack-move to the location.

Also. Skip the array variable and make it a normal unit group variable. Then order your Sylvanas unit to attack random unit from marines unit group.
 

Solu9

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Hmm the best way would be if you change your enemy units player units and set that player to be computer controlled. It's much easier to control their behavior that way.
 

doinStUfF

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my marines are player controlled. but sylvanas i think needs to be passive. I don't have my entire storyline done yet, so i wanna leave room open, but I want her to be a main quest giver, and also prominent in the town you find, which has merchants as well as your first mine and base. I just made another post for the creative aspect of this
 
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