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Can you give me the bassic thing to do for a escort quest ?

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Frist : im very sorry for this bad english i hope you gonna understand me.

Hi, im doing a RPG map and i have enought of all my quest "kill this dude" "kill 50 creep" "seach for this item" i would like to do some escorting quest.
So i have try this on a new map test but in this end this was TERRIBLE (the creep was trying to go at the region but maybe 10 sec after starting to run they return to the region A for idk reason).
I have try to read the script of the escort quest in the campain (as night elf you help blood elf).

I just want to the quest creep to go to region A at B, and if he get attack he fight back, that all.

Here the map : "map test 1 escort" is my frist try for escort quest, and "the ashenval RPG" is my project if maybe you want to see it and give advice :)

Thanks a lot for your help
 

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Level 18
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So from the looks of things you are experiencing an issue with Neutral units returning to their original point, this mechanic is elaborated on here. You can follow the solution from that post in order to implement proper move orders for neutral passive units but in case you do not want to do that I simply suggest making an 'Allied' faction that contains such units like Player 24 if you are developing on a recent patch or Player 12 if you are developing on an earlier one.

In terms of your triggers, they could use a little bit of work:

orig1.PNG


Using a wait trigger here before the Hero potentially leaves the zone means the trigger will not fire unless the Hero comes back and then leaves again. What I suggest is instead something like this:

new1.PNG

In this new trigger the Quest is set to a variable for later reference so that it will not interfere with other quests. Secondly the 'Wait' action is deleted so that the Hero may immediately leave the region and still fire the 'debut de la quete' trigger.

Next up we have the second trigger:

orig.PNG

This is where things get chaotic. Neutral players cannot share their vision with any players and sharing the player's vision with the Neutral Player does nothing effectively. Additionally you are ordering the units within a region to move after picking them all in a Unit Group trigger, for such an action you should instead issue the order to (Picked Unit). You also have the quest failure trigger inside this one, which wont fire off this event. In order to fix this there needs to be a separate trigger for quest failure/success which can be activated through this trigger.

new.PNG

In this new trigger there are two other triggers activated for quest failure and success which fire off of separate events. Additionally the unit group is properly ordered to move via (Picked Unit). Lastly I changed the order to be one of Attack Move as then the units will defend themselves if attacked/attack units in their path. However this all only works if a player is utilized for these escorted units.

I have attached the modified version of the map, I wish you luck in this endeavor, and as a fan of RPGs keep going!
 

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Level 4
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thanks im gonna watch all of this :)

btw : i have use neutre creep for my test map cause i havent succeeds to change they "color" as ally for the quest then return to neutral, or maybe i could just put then on the map on the ally color at the start (but the transision color for quest its pretty nice)
 
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Level 4
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update : so i have do some work on this escort quest, the pathfindings was totaly horrible on my real map, so i have to make sure the pnj go to a check point then go to the real objecti, so here the code but there is a problem, when they go the frist check point i would like to do a wait x sec, then they return to the journey, but idk why they just stop moving at the check point, have no any idea ??
 

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