- Joined
- Nov 21, 2008
- Messages
- 316
Here is the spawn trigger in my map. The problem is when the grunts are ordered to attack, they just attack the random unit from the group and not any unit close to them. when i do test runs of my map. nearly 90% of pllayers are spared they can attack grunts as they move seeing as the grunts dont want them as of yet.
how do i make it so they just attack everything in there path, or thts close, and in there way?
how do i make it so they just attack everything in there path, or thts close, and in there way?
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Grunt Wave
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Events
- Time - Every 2.00 seconds of game time
- Conditions
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Actions
- Set TempGroup = (Units in (Playable map area) matching (((Owner of (Matching unit)) Equal to Player 11 (Dark Green)) or ((Owner of (Matching unit)) Equal to Player 12 (Brown))))
- Set TempGroup2 = (Units in (Playable map area) matching (((Matching unit) belongs to an enemy of Player 12 (Brown)) Equal to True))
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For each (Integer A) from 1 to 3, do (Actions)
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Loop - Actions
- Set Spawn_Point2[1] = (Random point in SpawnRegions2[(Random integer number between 1 and 3)])
- Unit - Create 1 Grunt for Player 12 (Brown) at Spawn_Point2[1] facing Default building facing degrees
- Unit - Order (Last created unit) to Attack (Random unit from TempGroup2)
- Unit - Create 1 Grunt for Player 11 (Dark Green) at Spawn_Point2[1] facing Default building facing degrees
- Unit - Order (Last created unit) to Attack (Random unit from TempGroup2)
- Custom script: call RemoveLocation (udg_Spawn_Point2[1])
- Custom script: call RemoveLocation (udg_Spawn_Point2[bj_forLoopAIndex])
- Wait 0.00 seconds
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Loop - Actions
- Custom script: call DestroyGroup(udg_TempGroup)
- Custom script: call DestroyGroup(udg_TempGroup2)
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Events