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Ai mustn't return

  • NoGuardP
    • Events
      • Time - Elapsed game time is 0.50 seconds
    • Conditions
    • Actions
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • AI - Ignore the guard positions of all (Picked player) units
i already have this in my game. is it not enough? Should it be triggered constantly? if yes whats the optimal way to do it?
 
  • NoGuardP
    • Events
      • Time - Elapsed game time is 0.50 seconds
    • Conditions
    • Actions
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • AI - Ignore the guard positions of all (Picked player) units
i already have this in my game. is it not enough? Should it be triggered constantly? if yes whats the optimal way to do it?
This only works if unit is already on the map, not as a passive property of a player. It has to be done whenever a unit that you want to control through triggers appears.

Usually action to ignore guard position of a specific unit is added right after unit is created, replaced, purchased or trained or right before it is being used in trigger.
If you don't want to go through all triggers for that, you can try setting event to "Unit enters playable map area", and ignoring triggering unit's guard position.
 
So i have this auto battler in which the behavior of the units is very closely controlled and after casting an ability, expecially after channeling the units tend to go back to their spawn point, instead of for example continuing to go attack an enemy base. does anyone know a definitive solution to this?
Not sure this will work but here are some of my thoughts
(1) try checking the box to make it a melee AI (I think campaign AIs will try to order units back to their spawn point?)
(2) try re doing the ignore guard after they spawn
(3) try re ordering them every 10 sec or so, if all else fails
 
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