My trigger is supposed to set an attack point for enemy AI units that become idle within a specified region. This works perfectly for the Protoss AI but the same trigger breaks the Zerg AI. Zerg workers will begin gathering minerals but will not create units as specified.... Any ideas why?
Trigger for both Toss and Zerg is as follows:
Events
Unit - (Unit attached to Anti-Idle) Becomes idle
Local Variables
Conditions
Not
Conditions
((Unit type of (Triggering unit)) is Worker) == True
(Owner of (Triggering unit)) == 7
Actions
Unit - Order (Triggering unit) to ( Attack targeting AI Attack Point) (Replace Existing Orders)
Check out my project 'Test of Survival: Under Siege' if you have time. It's a creative remix of the original TOS from SC1. It's my first map so it's a bit rough yet..
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My trigger is supposed to set an attack point for enemy AI units that become idle within a specified region. This works perfectly for the Protoss AI but the same trigger breaks the Zerg AI. Zerg workers will begin gathering minerals but will not create units as specified.... Any ideas why?
Trigger for both Toss and Zerg is as follows:
Events Unit - (Unit attached to Anti-Idle) Becomes idle
Local Variables
Conditions Not Conditions ((Unit type of (Triggering unit)) is Worker) == True
(Owner of (Triggering unit)) == 7
Actions Unit - Order (Triggering unit) to ( Attack targeting AI Attack Point) (Replace Existing Orders)
@Jacemg: Go
Perhaps ordering a larva to attack a point messes up the AI somehow.
@Khalanil1: Go
Thats what I thought too but the larve aren't anywhere near this region.. possibly a bug?
@Jacemg: Go
Actually, I think the trigger should be "any unit becomes idle" with a location check condition. I'm not sure how "unit attached to region works.
@Khalanil1: Go
That is correct! Thanks for the help
Check out my project 'Test of Survival: Under Siege' if you have time. It's a creative remix of the original TOS from SC1. It's my first map so it's a bit rough yet..