Zergling Brain fry?

TestSubject0

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Hey guys brand new here and new to Warcraft 3 map making. okay i have a map(default size) and at the north 3 Zerglings spawn every 3 seconds. every 90 seconds it adds one to the number of Zerglings spawned. when spawned they are given an attack move order to a point at the South of the map, and everything works absolutely fine. until about 8 or 9 are spawning at once... they take a step or two and stand still for about 15 seconds. the more that spawn the longer they stand, and eventualy they don't move at all. Even if i run though and kill a whole shitload of them, they just stand. if i get close, they refuse to attack me. i did the anti leak method of creating the point as a variable and then destroying it because i thought that would solve the problem. and i know that it cant be too many units because custom hero line wars had enough units to crash a supercomputer and they still worked fine. ill post the map if anyone wants to see it
 

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  • Zerg invasion.w3x
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TestSubject0

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No one?

:banghead: has anyone found a way to fix this? am i spawning too many at once or should i just decrease the spawn time and leave the numbers alone? ill try that.
 

PrisonLove

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Try setting them to a unit group when they are spawned, and every X seconds of game time order the unit group to attack-move to the designated point.
 

TestSubject0

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Set Point = (Center of Zerg Spawn <gen>)
Unit - Create numLings Zergling for Player 5 (Yellow) at Point facing Default building facing degrees
Unit Group - Add (Last created unit) to Zerglings
Custom script: call RemoveLocation(udg_Point)

That should work fine for adding them to the group right? then just order the unit group to attack move? (im very new)
 

TestSubject0

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Crap it kinda works, for testing a large number i have numLings set to 12 but it only sends one per wave to attack me, and then it stops sending them completely. (kinda brainstorming on paper here) if i use an on enter reigon trigger to add them to a group, Then order the group, do you think that would work?
 

Faust

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How do you create them? Show me the trigger.
 

TestSubject0

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Trigger:
  • Start Zerglings
    • Events
      • Time - Elapsed game time is 15.00 seconds
    • Conditions
    • Actions
      • Set Point = (Center of Zerg Spawn &lt;gen&gt;)
      • Unit - Create 3 Zergling for Player 5 (Yellow) at Point facing Default building facing degrees
      • Custom script: call RemoveLocation(udg_Point)
      • Game - Display to (All players) for 6.00 seconds the text: The Zerg have been ...
      • Set numLings = 12
      • Trigger - Turn on Spawn Zerglings &lt;gen&gt;
      • Trigger - Turn on Upgrade Zergling Spawn &lt;gen&gt;
      • Trigger - Turn off (This trigger)



Trigger:
  • Spawn Zerglings
    • Events
      • Time - Every 3.00 seconds of game time
    • Conditions
    • Actions
      • Set Point = (Center of Zerg Spawn &lt;gen&gt;)
      • Unit - Create numLings Zergling for Player 5 (Yellow) at Point facing Default building facing degrees
      • Custom script: call RemoveLocation(udg_Point)


Update zerg spawn is currently off
 

Faust

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Try spawning them one at a time.

Have an integer variable counting the zergs, it's 3 by default.
Loop - For Integer A to IntVar do
spawn one zerg, and send it.
 

TestSubject0

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Okay, i think i did it wrong... i have this as the new spawn trigger and this is the only thing i have touched

Trigger:
  • Spawn Zerglings
    • Events
      • Time - Every 3.00 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to numLings, do (Actions)
        • Loop - Actions
          • Set Point = (Center of Zerg Spawn &lt;gen&gt;)
          • Unit - Create 1 Zergling for Player 5 (Yellow) at Point facing Default building facing degrees
          • Custom script: call RemoveLocation(udg_Point)
          • Wait 0.10 seconds


and it spawns then one at a time, and they move, but they they quickly get congested and block each other and then the ones that were already en-route get stupid and brain fry and then stand still. am i missing some kind of gameplay constant that governs maximum pathfindings at once?
 

Faust

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How can they be congested when there is 3 seconds distance between the spawns?
Also...
You can put the point variable declaration and removal outside the loop, you don't need the wait, and I don't see where you order them lol
 

TestSubject0

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i order them in the Zerg move trigger sorry i forgot to post that one

Trigger:
  • Move Zerg
    • Events
      • Unit - A unit enters Command Reigon &lt;gen&gt;
    • Conditions
      • (Owner of (Entering unit)) Equal to Player 5 (Yellow)
    • Actions
      • Set Point = (Center of King Zone &lt;gen&gt;)
      • Unit - Order (Entering unit) to Attack-Move To Point
      • AI - Ignore (Entering unit)&#039;s guard position
      • Custom script: call RemoveLocation(udg_Point)


it gets congested because its a rather narrow passage, and they spawn 12 zerglings. basically i want it to start slow and build up(that worked fine untill the brain fry problem) but for now im starting off very heavy stress tests and when i find a method that works, i can use it as intended. hmm is this confusing? im trying to word this to get the idea out...


Do you want me to repost map so you can see everything?
 

Faust

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Well if you want them to be congested but not stationary and superstupidslow, create a trigger that picks all zerglings to a group if they have their current order as "stop", and re-order them to attack move to that position.
 

TestSubject0

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any idea why they would ever be getting a stop order?


i may be asking a bit much here but can you post a pseudo trigger, i have no idea how to pick units in a group.. :(
this is my first warcraft 3 map
 

TestSubject0

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okay i came up with this
Trigger:
  • New Move Zerg Copy
    • Events
      • Time - Every 0.50 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Units in Zergling Bash &lt;gen&gt; owned by Player 5 (Yellow)) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Current order of (Picked unit)) Equal to (Order(stop))
            • Then - Actions
              • Set Point = (Center of King Zone &lt;gen&gt;)
              • Unit - Order (Picked unit) to Attack-Move To Point
              • AI - Ignore (Entering unit)&#039;s guard position
              • Custom script: call RemoveLocation(udg_Point)
            • Else - Actions
              • Do nothing


and it does exactly nothing, they still get stupid and stand still
 

Faust

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There is no Entering Unit

Add some displaytext actions to see if it runs anyway, to see if there are any units in the group, etc.
 

TestSubject0

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could it be possible that im giving too many attack commands at once? what if i tell each zergling only once to attack.. wait no that didnt work because they started off with only one attack call each... crap

*sigh* i dont think that i can do this, if i cant get this solved soon im going to make fewer units and just auto research an upgrade for them, man Starcrafts triggers are lower tech - but things like this never happened.
 

Faust

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You could also try to increase spawning rate. That way you don't use periodic events, but a timer.
 

TestSubject0

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yeah i had done a test with the spawnrate at .5 seconds spawning 2 units, and the effect actually happened faster. it has something to do with the ammount of enemies in the map im assuming pathing related, im going to set their colision to zero so they pass through eachother and see what that does.
 
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