Well mostly likely your Data is a mess with broodlords. Other option is to add in a trigger which gets Idle units for orders IF condition if Broodlord THEN attack only ground units, search for them.. ELSE attack any unit they can find.
Variable Timer type with [15] array enough to check for all players in the game. Pick each Active Player and start the timer for him. Trigger with events of expired timer and kill everything you want.
not seems like you inventing something new here. But after reading your post though about idea of passed points build a blocker behind the units so they would be trapped by buildings behind and in front only they couldnt go back because it wouldnt be breakable and at the same time invisible wall?!.
Well we havent tried all our chances to make that work. Still there is a chance with making AI Computer Player using attack waves to order units to go through that path or even other options in this matter.
Have been experimenting and done now that if entered the region they will gain orders to move forward than current region so managed them to Loop between 10 and 11 regions :/ Mostly likely you need to remake map layout and make more liner and less corrners on it. Set one specific size ramps which makes paths, mostly likely they search then for nearest path to point and they go arround all the map to reach small gaps between them and reaching point..
Heh I see now... my suggestion would be Laggy one but try making for every idle unit order to attack nearest building or to move to point and then search for buildings. (will try experimenting tomorrow with this issue more if required still)
Since last time my explanation attempt failed miserably, this time while I was bored had made a map with more practical explanation. (Still it can make you confused since there is no comments between triggers and stuff.. Anyone else may find time for that and at the same time be clear what they want to say)
Lately started working on this project again and looking to improving the gameplay of it. So made some nice Starting Game Options screen.
Now looking for Game Modes which i can add to this map mod.
3 game modes I really going to make:
Classic Defence
Defence with random waves (balanced), and making the waves less predictable from which side to come and how much.
Defence with constant small attack waves, units, from all sides and mostly unknown incomings.
Some more Modes?
Planned: Lag reduction votes (No effective and clear idea having but: reducing amount of units required to defend when a lot of players but more hp or something)
Improvement suggestions, ideas or anything to say welcome too.
Just wanted to Note that have added new video a week ago or at top post.
Recently making good progress in making the map updates page.
The changes mostly that game feel going to be more futuristic starcraft game feel not like real Total War games. But the "flag" is already looks from Shogun 2 total war. :D
A lot changes was considered since deeper had looked in total war series and mostly the newest game Shogun 2. So some ideas from campaign map in shogun 2 will be seen in this map mod.
Original Total War Naval battles, trade (Shogun2) and stuff connected to sea will be in the Air and some fast travel options too.
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Heh seems like you just cant do it without writting for you a Trigger script :/
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Well mostly likely your Data is a mess with broodlords. Other option is to add in a trigger which gets Idle units for orders IF condition if Broodlord THEN attack only ground units, search for them.. ELSE attack any unit they can find.
Edit: IF Broodlord OR Broodling THEN...
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Variable Timer type with [15] array enough to check for all players in the game. Pick each Active Player and start the timer for him. Trigger with events of expired timer and kill everything you want.
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Sick of those constant Zombie Zerg Swarm Maps <.< Anyway..
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Glad that helped. :)
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@RogueSniper: Go
not seems like you inventing something new here. But after reading your post though about idea of passed points build a blocker behind the units so they would be trapped by buildings behind and in front only they couldnt go back because it wouldnt be breakable and at the same time invisible wall?!.
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Well we havent tried all our chances to make that work. Still there is a chance with making AI Computer Player using attack waves to order units to go through that path or even other options in this matter.
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Have been experimenting and done now that if entered the region they will gain orders to move forward than current region so managed them to Loop between 10 and 11 regions :/ Mostly likely you need to remake map layout and make more liner and less corrners on it. Set one specific size ramps which makes paths, mostly likely they search then for nearest path to point and they go arround all the map to reach small gaps between them and reaching point..
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Heh I see now... my suggestion would be Laggy one but try making for every idle unit order to attack nearest building or to move to point and then search for buildings. (will try experimenting tomorrow with this issue more if required still)
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How to delete account profile maps/projects. Need to ask admins?
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Since last time my explanation attempt failed miserably, this time while I was bored had made a map with more practical explanation. (Still it can make you confused since there is no comments between triggers and stuff.. Anyone else may find time for that and at the same time be clear what they want to say)
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Blank
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Troops Defence
Project page here Images page here
Lately started working on this project again and looking to improving the gameplay of it. So made some nice Starting Game Options screen. Now looking for Game Modes which i can add to this map mod. 3 game modes I really going to make:
Improvement suggestions, ideas or anything to say welcome too.
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Just wanted to Note that have added new video a week ago or at top post.
Recently making good progress in making the map updates page.
Give me a happy face here someone :D
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Bump. Need help with similar thing. The text actor is persisting unit so it may be something different,?