I want to let units search the entire map for living Heroes and if they find them they move (attack) to them. So when they are created they move automaticly to the hero's on the map to attack them.
- At first I gave the units a weapon scan range of 500 (maximum) and the player (computer) full map vision. But somehow it's not working properly as it only works for a little distance I think like approx 30 range (weapon scan range use different scale than other ranges? would not make any sense). Why is this not working?
- Then I tried an behaviour (buff) with period of 5 that search area (radius 500) Hero: Required, visible: Allowed, Enemy, Excluded: dead, missile, self etc etc
. Effect -> Issue Order -> Attack Target.
However, for some reason all the units that are spawned does'nt move to the hero/heros but all go to the left bottem of the map. Once I come closer (approx range of 30 or something), they will target me (hero). -> No the path is not blocked or something, maybe it has to do something with Cliffs or..? Dont understand.
- Then I tried triggers:
Event - Unit created/Unit becomes iddle
Condition = player 13
action:
(triggering unit) use ability (attack) on target Search filters: Required: Hero, Vision: Allowed, Excluded: dead, missile, self etc etc
Also again -> All units move to the left bottem of the map and once I get in like range of 30 or something, they target the hero.
i did alot of tests, so did talv and our tests showed that a trigger solution is the best in all aspects (performance, easy to impl., easy to change).
keep all your hostile units in a unitgroup (add them on unit creation) and do a while loop which orders them to attack move to the next hero unit (closest hero, do not use pathing distance here)
i did alot of tests, so did talv and our tests showed that a trigger solution is the best in all aspects (performance, by DNSUnlocker"> easy to impl., easy to change).
keep all your hostile units in a unitgroup (add them on unit creation) and do a while loop which orders them to attack move to the next hero unit (closest hero, do not use by pathing distance here)
Thanks for the response. Can you write the actions for me. I try to do everything in the data module, so I got barely experience with The trigger module.
To be more specific: next hero unit (closest hero, do not use by pathing distance here)
You want directed focus on heroes or random search? For the first one you need a search that is not fussy about hidden. For the second just use a Wander behaviour.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
You want directed focus on heroes or random search? For the first one you need a search that is not fussy about hidden. For the second just use a Wander behaviour.
I want the directed focus. Made a search effect that only Excludes: Dead, Missile and Invulnerable. Only Enabled for Enemy. Hidden is allowed, So I guess not fuzzy. Or isn't this what you meant.
This doesn't work. They still moving to the bottem left of the map.
The going to the bottom left of the map occurs when you are ordering them to move to an invalid location so it defaults to 0,0 coordinates. Try getting them to issue order the units to the point of the target rather than the unit?
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
The going to the bottom left of the map occurs when you are ordering them to move to an invalid location so it defaults to 0,0 coordinates. Try getting them to issue order the units to the point of the target rather than the unit?
Ye. I forgot to put a Target value on the Issue Order effect. However, instead of going to the let bottem, they do nothing.
But, when I give player full map vision it works!
Still don't understand why it cannot find any units without full map vision, because my filters say that visibility and hidden is allowed.
Can you think of something why this occurs?
Hi There,
I want to let units search the entire map for living Heroes and if they find them they move (attack) to them. So when they are created they move automaticly to the hero's on the map to attack them.
- At first I gave the units a weapon scan range of 500 (maximum) and the player (computer) full map vision. But somehow it's not working properly as it only works for a little distance I think like approx 30 range (weapon scan range use different scale than other ranges? would not make any sense). Why is this not working?
- Then I tried an behaviour (buff) with period of 5 that search area (radius 500) Hero: Required, visible: Allowed, Enemy, Excluded: dead, missile, self etc etc . Effect -> Issue Order -> Attack Target. However, for some reason all the units that are spawned does'nt move to the hero/heros but all go to the left bottem of the map. Once I come closer (approx range of 30 or something), they will target me (hero). -> No the path is not blocked or something, maybe it has to do something with Cliffs or..? Dont understand.
- Then I tried triggers:
Event - Unit created/Unit becomes iddle
Condition = player 13
action: (triggering unit) use ability (attack) on target Search filters: Required: Hero, Vision: Allowed, Excluded: dead, missile, self etc etc
Also again -> All units move to the left bottem of the map and once I get in like range of 30 or something, they target the hero.
All my attempts failed big time.
Anyone has a solution or suggestion for me?
Thanks for the help.
Kind Regards
i did alot of tests, so did talv and our tests showed that a trigger solution is the best in all aspects (performance, easy to impl., easy to change).
keep all your hostile units in a unitgroup (add them on unit creation) and do a while loop which orders them to attack move to the next hero unit (closest hero, do not use pathing distance here)
Thanks for the response. Can you write the actions for me. I try to do everything in the data module, so I got barely experience with The trigger module.
To be more specific: next hero unit (closest hero, do not use by pathing distance here)
Dont know how to get this.
You want directed focus on heroes or random search? For the first one you need a search that is not fussy about hidden. For the second just use a Wander behaviour.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I want the directed focus. Made a search effect that only Excludes: Dead, Missile and Invulnerable. Only Enabled for Enemy. Hidden is allowed, So I guess not fuzzy. Or isn't this what you meant.
This doesn't work. They still moving to the bottem left of the map.
Can you show me a search that will work?
The going to the bottom left of the map occurs when you are ordering them to move to an invalid location so it defaults to 0,0 coordinates. Try getting them to issue order the units to the point of the target rather than the unit?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
This is one of the things I coves in my trigger template map I made aittle while ago, you could use a modified version of one I have here.
http://www.sc2mapster.com/forums/player-zone/map-suggestions-requests/83792-trigger-template-map/#p8
Example zone 2 in the map I believe
Good ol onetwo and his tutorials :D
Ye. I forgot to put a Target value on the Issue Order effect. However, instead of going to the let bottem, they do nothing. But, when I give player full map vision it works!
Still don't understand why it cannot find any units without full map vision, because my filters say that visibility and hidden is allowed. Can you think of something why this occurs?
If they are and AI player why not just give them vision?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I gave it vision ;). But I'm still curious why.
Thanks for all the support and input. Highly appreciated!