Hello!
I'm new here, at least to posting, so I apologize if I format something incorrectly. - I'm also working on my first custom map, so maybe my problem is common knowledge. - Although, I will say I have looked at numerous threads, and only found solutions that add another 'problem'.
I have an issue right now in my map, I'm doing a wave based system (through triggers). Everything working (almost) according to plan, I spawn the units in a designated region, and issue an order, which would be Attack-Move To.
Here is the trigger I use to order attack move. I run this after spawning the units.
.
After numerous Google searches, I have found some could be solutions, but to no avail.
I have tried:
Also, I tried this:
Note: I would normally run this trigger as a periodic one, but had to have a way to control when the trigger was 'firing', thus the -check thing.
What surprised me the most, is the fact that even after being issued an 'order', this condition still goes through. Its almost as if the units have no orders regardless of what I do?
But what is it I really want? = I want enemies to attack move to a point and I want them to keep doing it even after being distracted. (Without having to reissue the order ever 3 seconds, if possible)
I'm new here, at least to posting, so I apologize if I format something incorrectly. - I'm also working on my first custom map, so maybe my problem is common knowledge. - Although, I will say I have looked at numerous threads, and only found solutions that add another 'problem'.
I have an issue right now in my map, I'm doing a wave based system (through triggers). Everything working (almost) according to plan, I spawn the units in a designated region, and issue an order, which would be Attack-Move To.
Here is the trigger I use to order attack move. I run this after spawning the units.
-
Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Unit - Order (Picked unit) to Attack-Move To (Load (Key redbase.) of (Key redplayer.) in REDLocationOfBase.))
After numerous Google searches, I have found some could be solutions, but to no avail.
I have tried:
-
Events
-
Unit - A unit owned by Player 12 (Brown) Is issued an order targeting a point
-
-
Actions
-
AI - Ignore the guard positions of all Player 12 (Brown) units
-
Also, I tried this:
Note: I would normally run this trigger as a periodic one, but had to have a way to control when the trigger was 'firing', thus the -check thing.
-
Events
-
Player - Player 1 (Red) types a chat message containing -check as An exact match
-
-
Actions
-
Unit Group - Pick every unit in (Units owned by Player 12 (Brown) matching ((Current order of (Picked unit)) Equal to (Order(none))).) and do (Unit - Order (Picked unit) to Attack-Move To (Load (Key redbase.) of (Key redplayer.) in REDLocationOfBase.))
-
What surprised me the most, is the fact that even after being issued an 'order', this condition still goes through. Its almost as if the units have no orders regardless of what I do?
But what is it I really want? = I want enemies to attack move to a point and I want them to keep doing it even after being distracted. (Without having to reissue the order ever 3 seconds, if possible)