Trigger->move problems?

Quakern

New Member
Reaction score
1
Hey there, I am Spawning some neutral hostile creeps to attack-move to our base, and that works like 50% cos after it has run a while, will it turn around and run back.
Then will the unit run alittle longer than last time, and turn back again :S
I want it to run all the way, and not run back! :s
But if I set the spawning unit to player12(brown) and not "Neutral hostile", then it works.
Anyone here that know how to fix this?

Here is my trigger:

Trigger:
  • Level 1
    • Events
    • Conditions
    • Actions
      • Unit - Create 2 Ghoul for Neutral Hostile at (Center of Raggy1A <gen>) facing Default building facing degrees
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 2 (Blue) slot status) Equal to Is playing
          • (Player 2 (Blue) controller) Equal to User
        • Then - Actions
          • Unit - Create 1 Ghoul for Neutral Hostile at (Center of Raggy1A <gen>) facing Default building facing degrees
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 3 (Teal) slot status) Equal to Is playing
          • (Player 3 (Teal) controller) Equal to User
        • Then - Actions
          • Unit - Create 1 Ghoul for Neutral Hostile at (Center of Raggy1A <gen>) facing Default building facing degrees
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 1 (Red) slot status) Equal to Is playing
          • (Player 1 (Red) controller) Equal to User
        • Then - Actions
          • Unit - Create 1 Ghoul for Neutral Hostile at (Center of Raggy1A <gen>) facing Default building facing degrees
        • Else - Actions
          • Do nothing
      • Wait 55.00 seconds
      • Trigger - Run (This trigger) (checking conditions)


And to get them to Move:
Trigger:
  • Level 1 Move
    • Events
      • Unit - A unit enters Raggy1A <gen>
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Ghoul
    • Actions
      • Unit - Order (Triggering unit) to Attack-Move To (Center of Team A <gen>)
 

Douxo

New Member
Reaction score
1
The problem

Neutral Hostile have what is know as Guard Distance and Guard Return Range... This can be found in the Gameplay constants Area. i had the same problem not too long ago. I would reccomend making the spawned unit belong to perhaps Neutral Passive.. and then creating a region at the end that converts the owned of units owned by neutral passive into neutral hostile. Otherwise everytime the unit reaches guard distant. it will simply turn back.


EDIT : Not 100% sure that Neutral Passive wont leash back either, If a test fails.. just make it an unused player slot, allied, without shared vision. Then make neutral hostile @ the end, GOOD LUCK
 

Quakern

New Member
Reaction score
1
I tried this:
Trigger:
  • Level 1
    • Events
    • Conditions
    • Actions
      • Unit - Create 2 Ghoul for Player 12 (Brown) at (Center of Raggy1A <gen>) facing Default building facing degrees
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 2 (Blue) slot status) Equal to Is playing
          • (Player 2 (Blue) controller) Equal to User
        • Then - Actions
          • Unit - Create 1 Ghoul for Player 12 (Brown) at (Center of Raggy1A <gen>) facing Default building facing degrees
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 3 (Teal) slot status) Equal to Is playing
          • (Player 3 (Teal) controller) Equal to User
        • Then - Actions
          • Unit - Create 1 Ghoul for Player 12 (Brown) at (Center of Raggy1A <gen>) facing Default building facing degrees
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 1 (Red) slot status) Equal to Is playing
          • (Player 1 (Red) controller) Equal to User
        • Then - Actions
          • Unit - Create 1 Ghoul for Player 12 (Brown) at (Center of Raggy1A <gen>) facing Default building facing degrees
        • Else - Actions
          • Do nothing
      • Wait 55.00 seconds
      • Trigger - Run (This trigger) (checking conditions)

Trigger:
  • Level 1 Owner
    • Events
      • Unit - A unit enters Raggy1A <gen>
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Ghoul
    • Actions
      • Wait 3.00 seconds
      • Unit - Change ownership of (Triggering unit) to Neutral Hostile and Change color


Without the wait command = same problem
With the wait command = the units stops when timer has expired
So this didnt work :-/
 

SwedishChef

New Member
Reaction score
32
problem is not in trigger, look in gameplay constanst and neutral hostile, there is return time and distance which you need to set.

E: oops someone had already said it -.- :p
 

Douxo

New Member
Reaction score
1
Movement

You have to do 1 of 2 things. Either change the units ownership AFTER it reaches its destination. Which was Team1base or something. OR if u want it to start neutral hostile, change the Guard Return Distance in "Advanced"--->"Gameplay Constants". And max it out. Then it will go as far as u want it to.
 
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