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a problem

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Apr 23, 2011
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Pretty sure AoS maps just use periodic issue order of creeps towards the lane corner (if sidelane) and to enemy ancient.
'But the computer units don't attack each other' - Maybe separate them to different forces?

Or if it's about an issue with the units moving, post your trigger.
 
Level 8
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I do not know English. I do not even know whether I have say correctly posed my problem. I think if anyone does not know English, he can work in the basin. I think it's better to stop my work here. Bye
 
Level 39
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Normally your english is pretty easy to understand, so whatever you're using to translate is fine. I think I understand: the problem is you used the "move" order when you should have used "attack move".

  • -------- set a point variable so you can clean the point leak --------
  • Set TempPoint = (Center of (playable map area))
  • -------- order attack move --------
  • -------- you can order multiple units or a unit group here instead of setting and then removing TempPoint for each unit you create --------
  • Unit - Order (last created unit) to Attack-Move To TempPoint
  • -------- clean leak --------
  • Custom script: call RemoveLocation(udg_TempPoint) //change the part inside the ()s to match your point variable's name, but keep the udg_
 

Dr Super Good

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Be aware that creeps and other neutral players have hard coded AI and behaviour associated with them that cannot be turned off. It is near impossible to order creeps to attack move without them randomly deciding to walk back, ignoring the attack move order entirely or being completely unable to attack buildings.

You will want to use 1 of the normal player slots for each side of the MOBA. You will also want to make sure that these players are hostile to each other. Alliances can be set at map initialization using triggers.
 
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