Unit AI problem, keeps moving back to posistion

mOoEyThEcOw

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So I have a unit that I order to attack move (using triggers) to another position, after about 10 seconds idle he runs back to where he was spawned... what gives?
 

saw792

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...we can't help you without seeing the triggers...
 

Accname

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i guess this unit is owned by a computer player right? the standart AI is ordering it back to its guard position. use the action:
AI - Ignore units guard position
to change that and try again.
 

mOoEyThEcOw

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Well at least now I know the problem, but your solution doesn't work because the unit is a hero.

@saw792: The trigger orders it to move to a spot on spawn, it then runs away from that spot back to where it spawned about 10 seconds later, no triggers involved there.
 

Accname

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just because the action says "units" guard position it hasnt got to mean it wont work for heroes.
 

YourFace

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well when you're playing warcraft and a unit comes within attack range, then normall the unit will chase it, then go back to it's original spot, so maybe something else was near it
 

mOoEyThEcOw

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Only unit on the map, and I've tried diffrent orders, like move, attack-move, ect. and it still does it.
 

mOoEyThEcOw

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Spawn
---Events
------Time - Elapsed game time is 9.50 seconds
---Conditions
---Actions
------Special Effect - Create a special effect at (Center of Middle <gen>) using Abilities\Spells\Human\MarkOfChaos\MarkOfChaosTarget.mdl
------Wait 0.50 seconds
------Unit - Create 1 Demon for Neutral Extra at (Center of Middle <gen>) facing Default building facing degrees
------Set AI_Hero = (Last created unit)
------Unit - Order AI_Hero to Attack-Move To (Center of DM00 <gen>)

Note still in testing so... I haven't done some stuff I should do to eliminate leaks
 

saw792

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Try creating it for a user controlled player and see if the problem still occurs.
 

Accname

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or maybe order the hero to "stop" when he is entering the region if saws idea doesnt work.
 

saw792

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Well I'm not sure that you can. When you find problems like that they are usually hardcoded. Try a different neutral slot, the AI differs between them I believe.
 

YourFace

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It works now... so now: (saws idea)

How do I fix it for an AI player >.>

one way that a lot of people do is to just make player 12 brown be a computer since 1 out of 11 isn't a lot, and you just set everything for player 12
im not sure if you know this but if you want it to be a computer, you just go to scenario-> player properties
 

misterurafag

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you could make a trigger where you make a timer expire after how ever many seconds and order your unit to attack move to point and when he reaches there just turn off the trigger
 

Ncrackz

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It will keep moving back if it is placed as a neutral hostile or passive, If you want to keep it as a hostile or passive then change the return point on gameplay constants or just leave it as brown, which should work for AI players.
 
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