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Creep Question

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not sure thats possible. because they are creeps, and creeps are a "force" so they will look out for eachother. if you want to do this you might need to put a trigger where you order the creep to hold position if he moves and is not attacked
 
You can change the "aspects of alliance" for all players.

This includes players 13-16, meaning Neutral Hostile, Neutral Passive, Neutral Victim, and Neutral Extra.

You can just ally Neutral Hostile to whatever players you don't want it to attack. Turning the "Unit Allowed to Flee" option to "false" within each hostile unit you want to attack might help too.
 
not sure thats possible. because they are creeps, and creeps are a "force" so they will look out for eachother. if you want to do this you might need to put a trigger where you order the creep to hold position if he moves and is not attacked

but I need them to return in 5 seconds if they are not attacked again in this 5 seconds

gameplay constants if you change the creeps guard distance to a lower point.

And I think I tried that
 
You can set their Unit classification to worker in the Object editor, or use this:

  • Actions
    • Unit - Add classification of A peon-type unit to (Triggering unit, or whatever you want)
Edit: For example, you could use this:

  • Events
    • Unit - A unit is attacked
  • Actions
    • Unit Group - Pick every unit in (Units within 512.00 of (Position of (Triggering unit))) and do (Actions)
    • Loop - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Owner of (Picked unit)) is an ally of (Owner of (Triggering unit))) Equal to True
        • Then - Actions
          • Unit - Add classification of A peon-type unit to (Picked unit)
        • Else - Actions
Then you could remove the classification of 'A peon-type unit' later.
 
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