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Attack-Move ( Weird issue )

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Level 6
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Apr 23, 2011
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182
Hi Again, recently I noticed that when setting a unit attack-move to a point never flees. ( the unit is control by a computer But this computer thats not have any AI !! )

Then When you Damage that unit via trigger setting the damage source to be other unit that´s next to him. The Target unit flees in the oposite direction!! (( Does not always do this ))

My question :: 1- Why this happens ??
2 - Is there a method to control this ?? I mean if depends of the life of the unit and the damage done or just is a bug.

Thanks for your time.
 
Level 6
Joined
Apr 23, 2011
Messages
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Object Editor, then locate the unit and set it's Stats - Can Flee to false.

I know that. I mean how wc3 engine works? Why it flees only sometimes and the distance, the angle ... everything.

Because for example making a bizzard spell with triggers from 90% the Target units something flees to diferent directions.

Thanks for the replays.
 
Level 10
Joined
Jan 20, 2011
Messages
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Well if the unit is fleeing when you use a spell that is triggered, check if there is triggered damage in your custom spell. Because if the custom spell has triggered damage it may not be using the correct triggering unit or w/e, so the target getting hit by the damage does not understand who is doing the damage, so it flees.

Otherwise check that your target isn't invulnerable or cannot be attacked by the creep/monster/unit during the spell time.
 
Uh, just so you know, this is what I THOUGHT all the time. Not sure if its correct.
If Im wrong, I'd like to know the answer too.

Try to put yourself in the actual situation.

Try imagine:
1. You are standing, let's say you have nothing to do. You are not going anywhere, you are just waiting for the time to pass
2. Suddenly, you felt as if someone just slapped you in the face, but you can't see the person.
3. Possibly, you will try to stay away from that area right?
4. But what if you CAN see the person? You might end up having a fight.

So that's how the default AI in Warcraft III works (I think). When a unit is damaged by an enemy, but cannot detect the actual enemy that is damaging it (Such as locust unit or units that never break invisibility when attacking etc) , they tend to run. However, this only happens when they are idle.

There might be more detailed explanations.
 
Level 10
Joined
Jan 20, 2011
Messages
492
Uh, just so you know, this is what I THOUGHT all the time. Not sure if its correct.
If Im wrong, I'd like to know the answer too.

Try to put yourself in the actual situation.

Try imagine:
1. You are standing, let's say you have nothing to do. You are not going anywhere, you are just waiting for the time to pass
2. Suddenly, you felt as if someone just slapped you in the face, but you can't see the person.
3. Possibly, you will try to stay away from that area right?
4. But what if you CAN see the person? You might end up having a fight.

So that's how the default AI in Warcraft III works (I think). When a unit is damaged by an enemy, but cannot detect the actual enemy that is damaging it (Such as locust unit or units that never break invisibility when attacking etc) , they tend to run. However, this only happens when they are idle.

There might be more detailed explanations.

Nah man, havent you seen horror movies people want to die from the unknown force lol. Seems logical though your suggestion
 
Level 6
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Apr 23, 2011
Messages
182
It can be that way UgoUgo. I even noticed that the unit tends to flee always like 200-300 not more. But is strange because i have many triggers that deal damage and all of them with units with locust ability and i noticed 2 more things:

-1 only hero flees.
-2 only sometimes like with a custom blizzard spell or also a blaze spell.

I guess we need to wait for some expert in hive that understand how flee works in the internal engine of wc3 III. Like the one AI uses in mele maps.
 
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