I need to have it where my waves of enemies DO NOT attack towers but move to the destination, EXCEPT for when the players decide to block off their pathing. At this point I need the units to attack a tower until there is a gap to walk through and go back to being passive and move to end destination. How do I accomplish this?
Unfortunately NuclearNuke that doesn't work. So here is the dilemma: my wave monsters are ground units, my path from point A to point B is zig-zaggyy. the initial issued order is to move from point A (spawn) to point B (end) so they intiailly dont attack towers. If the path is obstructed later down the line the spawned monsters run to the closest corner that the end region is at. At this point the order to move to point B is issued every .5 seconds, BUT they stay there because their path is obstructed up ahead. If towers are within their aggro proximity they will attack and then return to the closest corner towards the ending region.
SO, my dilemma continues. If anyone can help me figure this out it would be much appreciated. Thank you
Use some condition checking like ground pathing between point A and B is available = true and check every 0.5s. If its false, enable attack abilities and order them to attack nearest tower, If its true, just order it to move from A to B, it will find its own pathing
That would be great, but how exactly do i set that up in a trigger? I'm unsure how to approach doing a condition that checks ground pathing between point a and b if you could please help that would be great!
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I need to have it where my waves of enemies DO NOT attack towers but move to the destination, EXCEPT for when the players decide to block off their pathing. At this point I need the units to attack a tower until there is a gap to walk through and go back to being passive and move to end destination. How do I accomplish this?
@Etravex: Go
can you just use the move command? If they are blocked they probably will attack.
Could you do it with the scripting interface? or keep clicking the move command every few seconds to turn their attacking mode off?
Periodic Event(Every .5 second(s))***Issue Order(any unit Owned by player enemy move to point)
Basic thing is you needed it, this should work
@NuclearNuke: Go
Unfortunately NuclearNuke that doesn't work. So here is the dilemma: my wave monsters are ground units, my path from point A to point B is zig-zaggyy. the initial issued order is to move from point A (spawn) to point B (end) so they intiailly dont attack towers. If the path is obstructed later down the line the spawned monsters run to the closest corner that the end region is at. At this point the order to move to point B is issued every .5 seconds, BUT they stay there because their path is obstructed up ahead. If towers are within their aggro proximity they will attack and then return to the closest corner towards the ending region.
SO, my dilemma continues. If anyone can help me figure this out it would be much appreciated. Thank you
@Etravex: Go
Use some condition checking like ground pathing between point A and B is available = true and check every 0.5s. If its false, enable attack abilities and order them to attack nearest tower, If its true, just order it to move from A to B, it will find its own pathing
@progammer: Go
That would be great, but how exactly do i set that up in a trigger? I'm unsure how to approach doing a condition that checks ground pathing between point a and b if you could please help that would be great!