Zombie baricades

MrCrowley

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Im making a typical zombie map. Players build barricades and place marines behind them to help defend against waves of zombie hordes. Unfortunately the zombies completely ignore the barricades and stand there aimlessly walking around making them easy targets for the marines.

Ive tried giving the barricades a very weak attack to catch the zombies attention

Ive tried setting the priority value of the barricade to 20 and everything else to 0 but the zombies STILL ignore the barricades

Im getting desperate, how do i solve this?
 

MrCrowley

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Metaldrummer

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Another stupid question: are the barricades invulnerable or unable to be targeted by the zombies? (i.e. targeted as air, invulnerable, etc.)
 

CaptDeath

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did it occur to you that wc3 knows zombies are universally stupid?
---jk---
what did you base the zombies off of?
do they attack you if they can?
 

kingbdogz

The Edge of Eternity is upon us.
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I don't know what is causing it, the Games pathing is quite old so it is to be expected. Perhaps trigger it so when the zombie is attacked by a barricade it will target the barricade.
 

wraithseeker

Tired.
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Code:
Events

A unit is attacked

Conditions
Unit Type of attacked unit equal to zombie
Unit Type of attacking unit equal to barricade

Actions
Order Attacked Unit to attack attacking unit

This is done freehand
 

YaY_simulato

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I got a stupid question too :p

Are the Zombies computer controlled? (like player 12) It might work if they are, not sure at all thou
 

Immolation

Member
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Base them off a random unit, give them some collision size and a model. No need for attack. Just make sure that the barricades are OWNED by a player.
 

MrCrowley

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Code:
Events

A unit is attacked

Conditions
Unit Type of attacked unit equal to zombie
Unit Type of attacking unit equal to barricade

Actions
Order Attacked Unit to attack attacking unit

This is done freehand

Thats a nice trigger but if a player tries to rush zombies through a hole in the barricade it conflicts with the rush

Yes, Zombies are player controlled (player 12 to be exact)

The barricade it also player owned
 

MrCrowley

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If player 12 makes a hole in say player reds barricades and tries to rush all his zombies in to get to the other side, that trigger would make the zombies stop and clog the rush.

Is that what you meant?
 

WindexIsBack

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Have you tried making barricades a unit, and applying a large collision to it? Buildings have pathing, which causes many problems with pathing.

Chances are wc3 forces a unit-first prioriety, regardless of what buildings are doing. This probably helps reduce pathing problems (units trying to move around giant cluster of enemy units to reach tower) in default wc3.
of course, this comes back to fuck us in custom games.
 
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