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I don't think it's related to the patch but to the AI. All i know is, Neutral Hostiles will attack the nearest target but Computer players are smarter they will go after the weakest unit to eliminate it (which is the smart thing to do).
And if you are playing a normal melee game which runs melee AI Scripts the Computer players will go after the hero first.
I want to make a map that like some android games such as Clash Royale and Trench Assault and in this games we have some units that they are a bastion for other units to get better teamwork result and with this mechanism we can't have that map, so how to remove this mechanism?
This is not possible for two reasons:
Firstly, we need two forces. Secondly, the unit's owner must be ally of an another player.
So I need something like Moba maps (such as DotA map).
It's literally there on the list where you see all of the other event response units. It would be the same to use Triggering Unit for a "unit enters playable map area" event. In most situations you can use Triggering Unit instead of the more specific event responses, you should have tried that.
Why do the computer players need forces? You can have two forces for the human players and then change the owner of the units to an empty slot computer player. Also, you can set the ally with the trigger function "Player - Set Alliance".
And about your latest post: you haven't set the variable anything. The initial value is "- None -", which means the variable is now NULL therefore it's not on the list. "Unit Acquires a target" is a specific unit event. If you want to use it as generic unit event, you have to fake it with another event, like doom_sheep said.
For example, these triggers will cause the unit to explode when you deselect them. Now, the "Unit is deselected" is actually a specific unit event, so I have to fake it with some other event. I have "A unit enters region". You can use whatever, but using "A unit enters (Playable map are)" will add the event to every single unit that enters the game, so then the second trigger kinda acts like it was a generic unit event.
Trigger1
Events
Unit - A unit enters (Playable map area)
Conditions
Actions
Trigger - Add to Trigger2 <gen> the event (Unit - (Entering unit) Is deselected)
Why do the computer players need forces? You can have two forces for the human players and then change the owner of the units to an empty slot computer player. Also, you can set the ally with the trigger function "Player - Set Alliance".
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