- Joined
- Aug 15, 2008
- Messages
- 720
Creeps do not attack Barricades (Solved)
The problem is that when wave of creeps are spawned and are ordered to attack-move to checkpoint (destroying anything in its path) they do not attack barricades. It happens when I have ranged units on higher cliff than creeps, the creeps just mass up at the cliff wall where those ranged units are shooting at em. All I need to do is to get them to attack barricades (or any other blockades), destroy them and only then attack ranged units (Like in Fortress Survival, like in Aliens 2 and etc.)
Things I have tried:
Notes:
-Barricades were originally created from "Farm" unit/building.
-Ranged units are just copied from original units (like Wood Archer is copied from Night Elf Archer and etc.)
-Barricades at the moment are classified as mechanical and targeted as mechanical, they are made as units with collision to make em equal to Pathing Map.
-I have 2 types of barricades, one is with 16.00 collision units (1x1 barricade) and other one is with 72.00 collision units (2x2 barricade)
I would really love to hear a working solution since I am doing a projected called Barricade Defense. If there would be no barricades, why should I call it Barricade Defense xD
I hope someone could help me :>
The problem is that when wave of creeps are spawned and are ordered to attack-move to checkpoint (destroying anything in its path) they do not attack barricades. It happens when I have ranged units on higher cliff than creeps, the creeps just mass up at the cliff wall where those ranged units are shooting at em. All I need to do is to get them to attack barricades (or any other blockades), destroy them and only then attack ranged units (Like in Fortress Survival, like in Aliens 2 and etc.)
Things I have tried:
- Made barricades with 1-1 damage
- Set priority of Barricades to 20 and ranged unit's priority to 1
- Made heavily triggered AI system for creeps, it failed due to high lag spikes whenever fired but it almost made creeps attacking barricades...
- Made creep classification as "Worker" and then ordered to attack-move to checkpoint.
- I made Barricades as units with collision to block em off, it was quite success but I noticed that if you build these barricades away deeper in middle passage (lets say... 800 range units from passage's entrance) and archers shooting from start of passage (they are like 100-200 range units away from creeps but between creeps and archers there is cliff wall (archers are on second cliff level, while creeps on first level)), creeps do the same - mass up at cliff wall where on that wall archers are shooting.
- Made barricades as wards.
- Made cliff levels equal, added pathing blockers at cliff borders instead. Still no result, creeps massing at pathing blocker line where from other side of that pathing blocker line ranged units are shooting.
Notes:
-Barricades were originally created from "Farm" unit/building.
-Ranged units are just copied from original units (like Wood Archer is copied from Night Elf Archer and etc.)
-Barricades at the moment are classified as mechanical and targeted as mechanical, they are made as units with collision to make em equal to Pathing Map.
-I have 2 types of barricades, one is with 16.00 collision units (1x1 barricade) and other one is with 72.00 collision units (2x2 barricade)
I would really love to hear a working solution since I am doing a projected called Barricade Defense. If there would be no barricades, why should I call it Barricade Defense xD
I hope someone could help me :>
Last edited: