- Joined
- Oct 8, 2023
- Messages
- 21
Hey all, currently running my head into a wall trying to get this portion of my custom combat system working.
I have some scripted units on Neutral Hostile. They're set up with a base acquisition range of ~100, and they "social aggro" with a script (seen below). It's set up this way to work around the static gameplay constant aggro range so I can make more dynamic enemies. I also have a singular unit on Neutral Hostile who isn't scripted and has an acquisition range of 300. Whenever the little scripted guys kill a unit, they just stand around doing absolutely nothing. The big one doesn't have this issue; they return home just fine. I'm wanting to make the little guys go home after killing a unit as well. No idea what's causing them not to. Any help would be appreciated since I'm flat out of ideas.
Here are my triggers:
These are my gameplay constants. Fiddling around with them didn't seem to help.
I checked around on the forums & google and couldn't find anything that lead me to a solution. Any insight on what I'm doing wrong here is greatly appreciated!! Thanks
Edit: I should note that they are set to "None", not creeps, if that makes a difference! The big crabs and little crabs all are so I don't think that has anything to do with it.
I have some scripted units on Neutral Hostile. They're set up with a base acquisition range of ~100, and they "social aggro" with a script (seen below). It's set up this way to work around the static gameplay constant aggro range so I can make more dynamic enemies. I also have a singular unit on Neutral Hostile who isn't scripted and has an acquisition range of 300. Whenever the little scripted guys kill a unit, they just stand around doing absolutely nothing. The big one doesn't have this issue; they return home just fine. I'm wanting to make the little guys go home after killing a unit as well. No idea what's causing them not to. Any help would be appreciated since I'm flat out of ideas.
Here are my triggers:
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CrabTarget
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Events
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Unit - A unit owned by Neutral Hostile Is attacked
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Conditions
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((Attacked unit) is in crabsalive) Equal to True
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Actions
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Unit Group - Add (Attacked unit) to crabsAttacking
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Set crabTarget = (Attacking unit)
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Unit - Order (Attacked unit) to Attack crabTarget
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CrabSocialPullTrigger
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Events
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Time - Every 1.50 seconds of game time
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Conditions
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Actions
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Unit Group - Pick every unit in crabsAttacking and do (Unit Group - Order (Units within 255.00 of (Position of (Picked unit)) matching (((Matching unit) is in crabsalive) Equal to True)) to Attack crabTarget)
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Unit Group - Pick every unit in crabsAttacking and do (Unit Group - Order (Units within 10.00 of (Position of (Picked unit)) matching (((Matching unit) is in crabsLulled) Equal to True)) to Attack crabTarget)
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CrabSocialAttackingTrigger
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Events
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Unit - A unit owned by Neutral Hostile Is issued an order targeting an object
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Conditions
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(Unit-type of (Ordered unit)) Equal to Lake Crab
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Actions
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Unit Group - Add (Ordered unit) to crabsAttacking
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-
These are my gameplay constants. Fiddling around with them didn't seem to help.
I checked around on the forums & google and couldn't find anything that lead me to a solution. Any insight on what I'm doing wrong here is greatly appreciated!! Thanks

Edit: I should note that they are set to "None", not creeps, if that makes a difference! The big crabs and little crabs all are so I don't think that has anything to do with it.
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