Weu have ai atk on cmd

TyrealFEAR

New Member
Reaction score
4
im making a map were i want the ai
[a pre made army to atk the castle of the "King"]
so the trigg is like
Code:
Actions
player one -Atk as an exact text match
Conditions
none
Actions
Have player pink9{or w/e}
attack Castle gen 0194{owned by brown}
i want them to atk the defenses along the way also
Thank you for any and all help
 

Kahiera

Active Member
Reaction score
9
Code:
Untitled Trigger 001
    Events
        Player - Player 1 (Red) types a chat message containing -Atk as An exact match
    Conditions
    Actions
        Unit Group - Pick every unit in (Units owned by Player 9 (Gray)) and do (Actions)
            Loop - Actions
                Unit - Order (Picked unit) to Attack-Move To (Position of Castle gen 0194)
something like this?
 

TyrealFEAR

New Member
Reaction score
4
Ok problem
They do atk but not at once and there going one by one
and get slaughtered
oh and the fact i want all 830 of them to atk at the same time or just about
 

esb

Because none of us are as cruel as all of us.
Reaction score
329
That is most likely caused by lag. There are systems that can make it go faster, but I forgot what it's called.
 

TyrealFEAR

New Member
Reaction score
4
how can the trigger lag but not the game?
also it was just raiders first {cause this is an army of orcs ATM and it was only raiders}
 

Cokemonkey11

New Member
Reaction score
18
raiders like other mounted and flying units have a high poly count, but that doesn't matter.

What's lagging is the fact you're making 830 units attack something at the same time. WC3 is meant for more like 12 units per player max.
 

TyrealFEAR

New Member
Reaction score
4
it spose to be like an Huge war so how could i improve it to atk seemingly simultaniously
and its like 600 grunts and 220 raiders 10 heros
 

LightChaosma

New Member
Reaction score
60
how about ordering them to attack 10 by 10, just have a wait 0.25 s in between. that would reduce the initial lag. however, warcraft starts lagging automaticly when 300+ units are on the move...
 

LightChaosma

New Member
Reaction score
60
Code:
for each integer (variable) from 1 to (amount of units/10)
     pick 10 units from unitgroup
          order picked unit to attckmove to castle
     wait 0.25 game time seconds

the pick action needs some tweeking about picking the 10 closest ones to prevent jamming because unit X wont be able to attack becaue he's surrounded

OOO
OXO
OOO
 

TyrealFEAR

New Member
Reaction score
4
so how would that work if i want the front line of 12 grunts to start moving first after i say -Atk
that is if u dont mind rewriting
 

LightChaosma

New Member
Reaction score
60
Code:
thehelperskillmaketrigger Copy
    Events
        Player - Player 1 (Red) types a chat message containing -atk as An exact match
    Conditions
    Actions
        For each (Integer B) from 1 to 10, do (Actions)
            Loop - Actions
                Set temp_unitG[1] = (Units in (Playable map area) matching (((Owner of (Matching unit)) Equal to Player 9 (Gray)) and ((Custom value of (Matching unit)) Not equal to 1)))
                Set temp_point[1] = (Center of (Playable map area))
                Set temp_real[3] = 1000000000.00
                Set temp_int[1] = (Number of units in temp_unitG[1])
                For each (Integer A) from 1 to temp_int[1], do (Actions)
                    Loop - Actions
                        Set temp_point[2] = (Position of (Picked unit))
                        Set temp_real[1] = (Distance between temp_point[1] and temp_point[2])
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                temp_real[1] Less than temp_real[3]
                            Then - Actions
                                Set temp_real[3] = temp_real[1]
                                Set temp_unit[1] = (Picked unit)
                            Else - Actions
                        Custom script:   call RemoveLocation(udg_temp_point[2])
                Custom script:   call RemoveLocation(udg_temp_point[1])
                Unit - Order temp_unit[1] to Attack-Move To temp_point[1]
                Unit - Set the custom value of temp_unit[1] to 1
                Custom script:   call DestroyGroup (udg_temp_unitG[1])
                Wait 0.25 game-time seconds

this should work... i guess, i'm not quitte sure, i thought that the wait action would cause this to malfunction, if it does, tell me, then i have to split it in 2 triggers
 

NightShade

Ultra Cool Member
Reaction score
31
You mean copy and past actions? then you just hold down the shift button and click on the top of the actions you want to copy and then on the bottom.

oh wait, you mean copy the text chaosma wrote, sadly you can't.
 
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