SineCosine
I'm still looking for my Tangent
- Reaction score
- 77
@Zwielbelchen
Damn, that's a mighty fine system you have there..
But..
The AI only seems to cast the spells once before they stop casting at all =/
As in..
Okay, this is how it goes..
Spell's cooldown = 15seconds
So..
01) I let the Enemy (Controlled by your awesomely made AI) attack me.
02) One of the units casts a spell on me
03) Cooldown starts..
04) I continue attacking, never running..
05) 15 seconds are up, no spell is cast again..
06) 60 seconds are up, no spell is cast..
07) I use 'windwalk' and become invisible
08) I re-appear
09) Enemy casts spell on me again.
So..
It seems that using
Isn't 100% =/
Is there a way around it?
[EDIT]
Also, I tried this..
01) call ZTS_RemovePlayerUnit(unit pu)
02) Wait 20 seconds (Using T32 and 641 ticks)
03) call ZTS_AddPlayerUnit(unit pu)
However, the enemy would only 'run away' for 0.5 seconds before coming back to attack me, even though I did not provoke them ._.
Then, I tried this..
01) call ZTS_RemovePlayerUnit(unit pu)
02) For 20 seconds, every tick, call ZTS_RemovePlayerUnit(unit pu)
03) And then, I don't Add the PlayerUnit back into the system.
Same result: The enemy would only 'run away' for 0.5 seconds before coming back to attack me, even though I did not provoke them
[EDIT2]
I, then, tried this:
Every T32 tick (0.03125seconds), It would display "Not attacking"..
So..
I don't know what to make of it =x
This, too..
And it displays, 0..
So, It seems that the Unit really IS out of the system..
But it just gets attacked, anyhow =/
[EDIT3]
Yes, I am very interested in your system =)
Also, I found something out..
When I remove a player unit from ZTS..
The creeps attacking it WILL run away and not attack the unit..
But the moment they REACH their 'camp-site' and I am within range of their attack..
They will attack me again, even though I am not in the system at all.
It is as though I removed the creep units from the AI when I did not =/
Damn, that's a mighty fine system you have there..
But..
The AI only seems to cast the spells once before they stop casting at all =/
As in..
Okay, this is how it goes..
Spell's cooldown = 15seconds
So..
01) I let the Enemy (Controlled by your awesomely made AI) attack me.
02) One of the units casts a spell on me
03) Cooldown starts..
04) I continue attacking, never running..
05) 15 seconds are up, no spell is cast again..
06) 60 seconds are up, no spell is cast..
07) I use 'windwalk' and become invisible
08) I re-appear
09) Enemy casts spell on me again.
So..
It seems that using
JASS:
if not ZTS_IsEvent() then
return
endif
Isn't 100% =/
Is there a way around it?
[EDIT]
Also, I tried this..
01) call ZTS_RemovePlayerUnit(unit pu)
02) Wait 20 seconds (Using T32 and 641 ticks)
03) call ZTS_AddPlayerUnit(unit pu)
However, the enemy would only 'run away' for 0.5 seconds before coming back to attack me, even though I did not provoke them ._.
Then, I tried this..
01) call ZTS_RemovePlayerUnit(unit pu)
02) For 20 seconds, every tick, call ZTS_RemovePlayerUnit(unit pu)
03) And then, I don't Add the PlayerUnit back into the system.
Same result: The enemy would only 'run away' for 0.5 seconds before coming back to attack me, even though I did not provoke them
[EDIT2]
I, then, tried this:
JASS:
call ZTS_RemovePlayerUnit(Unit)
if ZTS_GetCombatState(Unit) == true then
call BJDebugMsg("Attacking!?")
elseif ZTS_GetCombatState(Unit) == false then
call BJDebugMsg("Not attacking")
endif
Every T32 tick (0.03125seconds), It would display "Not attacking"..
So..
I don't know what to make of it =x
This, too..
JASS:
call ZTS_RemovePlayerUnit(Unit)
call BJDebugMsg(I2S(ZTS_GetThreatUnitPosition(u, Unit)))
And it displays, 0..
So, It seems that the Unit really IS out of the system..
But it just gets attacked, anyhow =/
[EDIT3]
Yes, I am very interested in your system =)
Also, I found something out..
When I remove a player unit from ZTS..
The creeps attacking it WILL run away and not attack the unit..
But the moment they REACH their 'camp-site' and I am within range of their attack..
They will attack me again, even though I am not in the system at all.
It is as though I removed the creep units from the AI when I did not =/