Coming back to this after a long time...This is still not working for me.
Unit - Order all units in Enemy Wave[(Picked player)] to ( Attack targeting (Position of Leader Array[(Picked player)])) (After Existing Orders)
^This is the trigger targeting the position of a unit (not the unit) with the order "Attack". If the path is blocked by units, enemies don't path to where they should, they just wander to the cliff closest to the location instead of attacking the blocking units.
Out of curiosity, I gave the AI vision of the map. Still no luck.
I tested it a few times with units as blockers vs buildings. It seems that having buildings alone triggers this pathing problem, but if units are near the buildings, the enemy units suddenly "notice" that they can attack things.
Just some thoughts on stuff to try here, is hard to say a lot without knowing the map.
Hrrrmmm, not really clear on what this ( Attack targeting (Position of Leader Array[(Picked player)])) (After Existing Orders) all means in context. Okay good you are Attacking targeting a position presumably.
But I have no idea what Position of Leader Array[(Picked player)] could refer to. Is Leader Array an array of points you assign and update quite often? Or is the player in a base, so there is a bunch of preset points already set here? Try just making point A, and try to get them to attack to that, see what happens.
Finally, (After Existing Orders) could be a real problem. Try (Replace Existing Orders), could go better for you.
Oh I see, your problem is more they refuse to attack anything on the way there, not them actually going, the building blocking part threw me off. Recall having issues of this variety for some of the monsters I created for my little project. My solution was to only have them attack a little bit at a time, but I doubt that will work well here at all.
Tried replacing attack with patrol maybe?
Edit: Also there is usually more than 1 version of attack, can I assume you have tried all versions of it?
The Position of Leader array is just the position of the "King" unit for each player. Each player has a wave dedicated to them, which attacks their King. that part works fine. What's going wrong is that they are treating buildings as impassible terrain unless something alerts them to the existence of the building.
To be more clear about the placement: If a wall of marines is placed at the top of the ramp, the wave kills the marines and moves on to kill the King. If a wall of supply depots is placed at the top of the ramp, the wave treats the supply depots as cliff walls and paths around the cliff, looking for a way in.
I gave permanent vision of the entire map to the AI as well, so the ramp shouldn't be a problem at all. In any case, the enemy can find the path up to the marines, so it's probably not a sight issue.
What do you mean by "Attack a little at a time"? This is an unstuck trigger, running every 5 seconds, as well as the default command from the wave, running every 10 seconds.
Hrrrmmm, odd, buildings are not invulnerable I assume, do they belong to a player regarded as an enemy? Only other thing I can think of off the top of my head is to mess with the said buildings attack priority, that really shouldn't make a difference if nothing else is nearby though. Have you tried more offensive buildings? IE sunken colony, photon cannon, etc.
What do you mean by "Attack a little at a time"? This is an unstuck trigger, running every 5 seconds, as well as the default command from the wave, running every 10 seconds.
Oh it had to do w/ create persistents only attacking forward or backward a little bit at a time, completely not usable for what you are doing. For that matter I should look into revisiting that issue myself sometime!
Very odd, would you be willing to share the map w/ said issues? Can just PM me it or something, can take a look at in 4 hours or so when I'm not at work. Is really hard to spot said issue if all of those things aren't a problem without seeing the actual map.
So took a good look at this for awhile, really not sure why it is doing what it is doing. Found that this only happens on cliffs, if it is all on the same ground level they kill buildings no problem blocking or not. And it only happens on cliffs if the king unit is near a cliff, if he is near said blocking buildings they seem to have no problem once again killing the buildings/him. Made a wall of marines, they had no problem coming after him then.
Only thing I can think to do at this time is to make the buildings more unit like in nature a little bit at a time, obviously there is something different between the two that is causing them to treat them differently this way. I played with a few settings on the supply depot/bunkers to no avail, I'm sure it is something incredibly small though. Other option being of course to just have your buildings not block, but you may not want that, especially with a terran option, walling is kind of what they do.
As far as bad practices go, I didn't have much time to look over the bulk of your triggers, I did see a LOT of overlap on events though. You have 2 different triggers with event Any Unit dies, then like 12-13 triggers with event Map Initialization. I would try to consolidate those, like your player 1-10 could easily just be PlayersInitialize with all those actions in that trigger only. Could make functions/action definitions for the other ones and simply call them from PlayersInitialize as well. Also, for the banks should probably check to see if the player is in fact playing before trying to do bank stuff for said player.
I might think of something later, but at this point the above mentioned attempt making a building more unit like is the best I can think of right now.
At least now I know that it's not a common mistake, and that I can learn something interesting about the editor in the process of fixing it.
As for my triggers: I plan to consolidate all my triggers later based on event. Right now they are organized by the mechanics of the game, which is easier for design.
Thank you very much for your help!
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@nytemare3701: Go
Coming back to this after a long time...This is still not working for me.
Unit - Order all units in Enemy Wave[(Picked player)] to ( Attack targeting (Position of Leader Array[(Picked player)])) (After Existing Orders)
^This is the trigger targeting the position of a unit (not the unit) with the order "Attack". If the path is blocked by units, enemies don't path to where they should, they just wander to the cliff closest to the location instead of attacking the blocking units.
Out of curiosity, I gave the AI vision of the map. Still no luck.
@nytemare3701: Go
Bumping with new info:
I tested it a few times with units as blockers vs buildings. It seems that having buildings alone triggers this pathing problem, but if units are near the buildings, the enemy units suddenly "notice" that they can attack things.
Bumping since this has fallen off the front page and has 0 responses.
Just some thoughts on stuff to try here, is hard to say a lot without knowing the map.
Hrrrmmm, not really clear on what this ( Attack targeting (Position of Leader Array[(Picked player)])) (After Existing Orders) all means in context. Okay good you are Attacking targeting a position presumably.
But I have no idea what Position of Leader Array[(Picked player)] could refer to. Is Leader Array an array of points you assign and update quite often? Or is the player in a base, so there is a bunch of preset points already set here? Try just making point A, and try to get them to attack to that, see what happens.
Finally, (After Existing Orders) could be a real problem. Try (Replace Existing Orders), could go better for you.
Oh I see, your problem is more they refuse to attack anything on the way there, not them actually going, the building blocking part threw me off. Recall having issues of this variety for some of the monsters I created for my little project. My solution was to only have them attack a little bit at a time, but I doubt that will work well here at all.
Tried replacing attack with patrol maybe?
Edit: Also there is usually more than 1 version of attack, can I assume you have tried all versions of it?
@Deadzergling: Go
The Position of Leader array is just the position of the "King" unit for each player. Each player has a wave dedicated to them, which attacks their King. that part works fine. What's going wrong is that they are treating buildings as impassible terrain unless something alerts them to the existence of the building.
To be more clear about the placement: If a wall of marines is placed at the top of the ramp, the wave kills the marines and moves on to kill the King. If a wall of supply depots is placed at the top of the ramp, the wave treats the supply depots as cliff walls and paths around the cliff, looking for a way in.
I gave permanent vision of the entire map to the AI as well, so the ramp shouldn't be a problem at all. In any case, the enemy can find the path up to the marines, so it's probably not a sight issue.
What do you mean by "Attack a little at a time"? This is an unstuck trigger, running every 5 seconds, as well as the default command from the wave, running every 10 seconds.
@nytemare3701: Go
Hrrrmmm, odd, buildings are not invulnerable I assume, do they belong to a player regarded as an enemy? Only other thing I can think of off the top of my head is to mess with the said buildings attack priority, that really shouldn't make a difference if nothing else is nearby though. Have you tried more offensive buildings? IE sunken colony, photon cannon, etc.
Oh it had to do w/ create persistents only attacking forward or backward a little bit at a time, completely not usable for what you are doing. For that matter I should look into revisiting that issue myself sometime!
@Deadzergling: Go
The buildings belong to the Player, whom the waves are hostile towards.
Supply Depot Wall: Ignored
Bunker Wall with units: Ignored
Custom Supply Depot/Bunker (supply depot that can hold units like a bunker, including when lowered): Ignored unless the depot was lowered.
Very odd, would you be willing to share the map w/ said issues? Can just PM me it or something, can take a look at in 4 hours or so when I'm not at work. Is really hard to spot said issue if all of those things aren't a problem without seeing the actual map.
@Deadzergling: Go
Sent it. While you are looking, would you mind sending back any bad practices I might be using?
@nytemare3701: Go
So took a good look at this for awhile, really not sure why it is doing what it is doing. Found that this only happens on cliffs, if it is all on the same ground level they kill buildings no problem blocking or not. And it only happens on cliffs if the king unit is near a cliff, if he is near said blocking buildings they seem to have no problem once again killing the buildings/him. Made a wall of marines, they had no problem coming after him then.
Only thing I can think to do at this time is to make the buildings more unit like in nature a little bit at a time, obviously there is something different between the two that is causing them to treat them differently this way. I played with a few settings on the supply depot/bunkers to no avail, I'm sure it is something incredibly small though. Other option being of course to just have your buildings not block, but you may not want that, especially with a terran option, walling is kind of what they do.
As far as bad practices go, I didn't have much time to look over the bulk of your triggers, I did see a LOT of overlap on events though. You have 2 different triggers with event Any Unit dies, then like 12-13 triggers with event Map Initialization. I would try to consolidate those, like your player 1-10 could easily just be PlayersInitialize with all those actions in that trigger only. Could make functions/action definitions for the other ones and simply call them from PlayersInitialize as well. Also, for the banks should probably check to see if the player is in fact playing before trying to do bank stuff for said player.
I might think of something later, but at this point the above mentioned attempt making a building more unit like is the best I can think of right now.
@Deadzergling: Go
At least now I know that it's not a common mistake, and that I can learn something interesting about the editor in the process of fixing it.
As for my triggers: I plan to consolidate all my triggers later based on event. Right now they are organized by the mechanics of the game, which is easier for design.
Thank you very much for your help!