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Creep Attack-move, ignoring being shot at

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Hi there,

First of all here is the trigger:
  • Events
  • Time - Every 5.00 seconds of game time
  • Conditions
  • Actions
  • Set Heroes = (Units of type Builder)
  • Set TempGroup = (Units owned by Player 12 (Brown))
  • Set Point1 = (Position of (Random unit from Heroes))
  • Unit Group - Pick every unit in TempGroup and do (Actions)
  • Loop - Actions
  • Unit - Order (Picked unit) to Attack-Move To Point1
  • Wait 0.02 seconds
  • Custom Script: call RemoveLocation (udg_Point1)
  • Custom Script: call DestroyGroup (udg_Heroes)
  • Custom Script: call DestroyGroup (udg_TempGroup)
Now to my problem, see picture;
wtf.jpg

1. An attacking building as a shape of an archer is attacking the Creep units (Player 12 untis with Computer Setting)
2. The attacked units are just standing there, not knowing they could easily attack the walls to get inside.
3. One of the: Heroes = (Units of type Builder)

Now, how can I make those stupid Zerglings to attack my wall to be able to feast upon my builder?

It has appearently nothing to do with height of terrain
wtf2.jpg

1. Towers attacking like crazy
2. Creep (Player 12 computer) running up and down like there's no tomorrow
3. My builder just standing there and "wtf lol, attack my wall"

Cheers
 
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Order them to attack the walls instead? If walls==dead just continue their paths.

The walls aren't there from the begining and are built by you, and they can be upgraded over 9000 times, wich means over 9000 different units for the walls.

AND you can build the walls wherever you want on the map, top left, middle right, you name it, over 9000 bases to choose from

Short said, you are a builder and builds up a base, and creeps run up and down outside your base happy to be killed without trying to get inside your base
 
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