So I made a defense map, were enemies come to you using a attack trigger, well everything goes how it is supposed to be going. Until the player blocks of the pad with bunkers or some other buildings. Then the walk arround it and go to the down left corner and stay there and massing up. I used the bunker attack trigger but that did not do anything at all.
Added some JPG's and a video to show the problem at 4:40 of the video you can see them walking away.
think I saw the solution to your problem in one of these videos
I think you have to lower the unit mass or something so they can fit between buildings.
Uhm he onlys talks about data.... But you don't get my problem, it does not matter how many units there are or the size of the units, even if there is one ground unit he does not attack the bunkers he just walks around it, but if you just put 2 bunkers and no choke point the go and attack it but if you close it the just run around it and go mass on some wall nearby.
I am not making a TD game, but a base defense against zombies, but you need to block paths if you want to survive, but if you do that in my map the don't attack anymore.
I am not making a Tower defense game, just hostile AI units that don't have any control except the attack a point. But if you block the way to the point the just walk around the terrain walls and mass at some point.
Nope does not help, but you still don't get my problem like others. Maybe this will get you to now my problem, there is a populair map in custom games that is called Outpost Defender. You need to block the passages, by building bunkers and other stuff. The still keep coming then even when you blocked the path.
Now MY problem is, the dont keep on coming anymore when I blocked the path with bunkers.
I believe the problem is that the units are ordered to attack a point and won't attack anything else untill they have reached that point.
If you create a Unit Group consisting of all enemy player units as a Local Variable in the attack trigger and then order your attacking units to attack that Unit Group they will attack anything owned by that enemy player.
The units recieving the order will probably scatter all over the map in search of enemies though.
The easiest way in my opinion would be to create an array of points down each "lane" and send the orders to each group of units depending on which lane they need to move down. Then you can use the "Points are Connected by Pathing" function which returns a boolean(I believe) to determine if your points are connected. If not you can have them attack a point that is passible or you could have them find the closest unit within a region centered at the unit's current location and attack there until the pathing returns true. However if your map is like what I have posted below that would not work as all points would indeed be connected by pathing.
I don't have access to the editor right now or I would whip you up a little function you could use. Do you mind posting the file for the map you are working on?
I even copied your triggers to mine, i use player 15 too. And player 10 and player 2 go berserk and even attack there own units and player 14 and player 15 just stay at there spawn and do nothing.
The easiest way in my opinion would be to create an array of points down each "lane" and send the orders to each group of units depending on which lane they need to move down. Then you can use the "Points are Connected by Pathing" function which returns a boolean(I believe) to determine if your points are connected. If not you can have them attack a point that is passible or you could have them find the closest unit within a region centered at the unit's current location and attack there until the pathing returns true. However if your map is like what I have posted below that would not work as all points would indeed be connected by pathing.
I don't have access to the editor right now or I would whip you up a little function you could use. Do you mind posting the file for the map you are working on?
This seems like something that I could use for a new map I'm making. Using the points to determine available paths. How would you do the part "have them attack a point that is passible or you could have them find the closest unit within a region centered at the unit's current location and attack there until the pathing returns true"?
More specifically, how do you check "until the pathing returns true" part
So I made a defense map, were enemies come to you using a attack trigger, well everything goes how it is supposed to be going. Until the player blocks of the pad with bunkers or some other buildings. Then the walk arround it and go to the down left corner and stay there and massing up. I used the bunker attack trigger but that did not do anything at all.
Added some JPG's and a video to show the problem at 4:40 of the video you can see them walking away.
http://www.youtube.com/v/x-c1-_WqCiA&hl=nl&fs=1
Uhm bump?? Does nobody now the answer, please or else my map i ruined.
@Darvlok: Go
think I saw the solution to your problem in one of these videos I think you have to lower the unit mass or something so they can fit between buildings.
@ajilejay: Go
Uhm he onlys talks about data.... But you don't get my problem, it does not matter how many units there are or the size of the units, even if there is one ground unit he does not attack the bunkers he just walks around it, but if you just put 2 bunkers and no choke point the go and attack it but if you close it the just run around it and go mass on some wall nearby.
I am not making a TD game, but a base defense against zombies, but you need to block paths if you want to survive, but if you do that in my map the don't attack anymore.
Are you using the attack move function rather than the move function? The latter will cause the affected target to ignore all enemy fire.
@Mozared: Go
I am not making a Tower defense game, just hostile AI units that don't have any control except the attack a point. But if you block the way to the point the just walk around the terrain walls and mass at some point.
@Darvlok: Go
Perhaps change the priority of the buildings used to block the path of the AI. 25 or higher.
@ajilejay: Go
Nope does not help, but you still don't get my problem like others. Maybe this will get you to now my problem, there is a populair map in custom games that is called Outpost Defender. You need to block the passages, by building bunkers and other stuff. The still keep coming then even when you blocked the path.
Now MY problem is, the dont keep on coming anymore when I blocked the path with bunkers.
@Darvlok: Go
I believe the problem is that the units are ordered to attack a point and won't attack anything else untill they have reached that point. If you create a Unit Group consisting of all enemy player units as a Local Variable in the attack trigger and then order your attacking units to attack that Unit Group they will attack anything owned by that enemy player. The units recieving the order will probably scatter all over the map in search of enemies though.
http://img12.imageshack.us/img12/9403/attack1d.jpg
http://img84.imageshack.us/img84/9093/attack2c.jpg
http://img717.imageshack.us/img717/1866/attack3.jpg
I do realize that the timed trigger is hardly efficient, but scripts aren't my passion, nor am i very skilled at this, but it works :)
The easiest way in my opinion would be to create an array of points down each "lane" and send the orders to each group of units depending on which lane they need to move down. Then you can use the "Points are Connected by Pathing" function which returns a boolean(I believe) to determine if your points are connected. If not you can have them attack a point that is passible or you could have them find the closest unit within a region centered at the unit's current location and attack there until the pathing returns true. However if your map is like what I have posted below that would not work as all points would indeed be connected by pathing.
I don't have access to the editor right now or I would whip you up a little function you could use. Do you mind posting the file for the map you are working on?
@Redunzgofasta: Go
Nope does not work, only my white refugees are attacking me now and the infected groups dont do anything at all and stand still.
@KineMorto: Go Already tried what you said, but did not work.
here is my file http://www.sc2mapster.com/maps/terran-vs-infected-beta/files/2-terran-defens-vs-infected/
It is working on the map I tested it at I included the map as an attachment so you can have a look.
@Redunzgofasta: Go
I even copied your triggers to mine, i use player 15 too. And player 10 and player 2 go berserk and even attack there own units and player 14 and player 15 just stay at there spawn and do nothing.
@Darvlok: Go
If you upload your most recent version I will take a look.
@Redunzgofasta: Go
Done :)
http://www.sc2mapster.com/maps/terran-vs-infected-beta/files/3-terran-defens-vs-infected/
@Darvlok: Go
I took a look and it (somewhat) works now though it will take somebody who realy knows what he is doing to write a decent AI of course :P
@Redunzgofasta: Go
THANKS!!!! this is just what i want, the act like zombies. Gonna add you to the map as helper :)
@Darvlok: Go
That's cool. I appreciate that!
Redunzgofasta's Trigger and Darvo's(darvlok) Tutorial :
This how you make a good Attack Trigger, that targets every unit of a certain player
First make a new trigger and name it, then make a new event that adds a periodic timer that activates every 20seconds in real time. http://www.darvo.org/images/Tutorials%20Starcraft%202/Attack%20Trigger%20Tutorial%20Part%201.jpg
Next click on the Local Variables and press CTRL W. http://www.darvo.org/images/Tutorials%20Starcraft%202/Attack%20Trigger%20Tutorial%20Part%202.jpg
Then at type, search for Unit Group http://www.darvo.org/images/Tutorials%20Starcraft%202/Attack%20Trigger%20Tutorial%20Part%203.jpg
Then double click on Initial Value: Empty Unit Group. And search for the Units in Region With Alliance To Player http://www.darvo.org/images/Tutorials%20Starcraft%202/Attack%20Trigger%20Tutorial%20Part%204.jpg
Now you only need to Change Any Player to Player 1, now name your first Variable, we used Zerg. http://www.darvo.org/images/Tutorials%20Starcraft%202/Attack%20Trigger%20Tutorial%20Part%205.jpg
Now repeat Part 1 to Part 4 and change Any Player to your enemies Player number. And change the new Local Variable name to Player 1. http://www.darvo.org/images/Tutorials%20Starcraft%202/Attack%20Trigger%20Tutorial%20Part%206.jpg
Now repeat Part 5 again if you have more enemies or a second Player ally. http://www.darvo.org/images/Tutorials%20Starcraft%202/Attack%20Trigger%20Tutorial%20Part%207.jpg
Now you need to make a Action, press CTRL W again. And search for the add Unit group to Unit group. http://www.darvo.org/images/Tutorials%20Starcraft%202/Attack%20Trigger%20Tutorial%20Part%208.jpg
Click on Source Unit Group and go to variable and add Player 2. http://www.darvo.org/images/Tutorials%20Starcraft%202/Attack%20Trigger%20Tutorial%20Part%209.jpg
Then go to Target Unit Group and go to variable and add Player 1 so Player 1 and Player 2 are in one Unit Group and have both the same ally’s and enemies. http://www.darvo.org/images/Tutorials%20Starcraft%202/Attack%20Trigger%20Tutorial%20Part%2010.jpg
Now add the last action, and search for the Issue order to Unit Group http://www.darvo.org/images/Tutorials%20Starcraft%202/Attack%20Trigger%20Tutorial%20Part%2011.jpg
Now go to the Group section and add the Zerg Unit Group. http://www.darvo.org/images/Tutorials%20Starcraft%202/Attack%20Trigger%20Tutorial%20Part%2012.jpg
Now change the Order with no target to Order targeting Unit Group http://www.darvo.org/images/Tutorials%20Starcraft%202/Attack%20Trigger%20Tutorial%20Part%2013.jpg
Change Ability Command to Attack http://www.darvo.org/images/Tutorials%20Starcraft%202/Attack%20Trigger%20Tutorial%20Part%2014.jpg
Then change Unit Group to Player 1 http://www.darvo.org/images/Tutorials%20Starcraft%202/Attack%20Trigger%20Tutorial%20Part%2015.jpg
Your finished and made a worldwide Attack Trigger, you can use this trigger in zombie maps and defense maps.
This seems like something that I could use for a new map I'm making. Using the points to determine available paths. How would you do the part "have them attack a point that is passible or you could have them find the closest unit within a region centered at the unit's current location and attack there until the pathing returns true"?
More specifically, how do you check "until the pathing returns true" part