- Joined
- May 11, 2012
- Messages
- 2,108
Creeps wont attack my building because of an unknown reason.
Do you have any clue on why don't they attack it?
Do you have any clue on why don't they attack it?
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Creep Spawn

Events

Conditions

Actions


Set TempPoint = (Center of Starting Area <gen>)


For each (Integer TempInt) from 1 to Gates, do (Actions)



Loop - Actions




-------- ====== Easy ====== --------




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






Difficulty Equal to Easy





Then - Actions






-------- ====== Looping To Creep Wave ====== --------






For each (Integer TempInt2) from 1 to 4, do (Actions)







Loop - Actions








If (All Conditions are True) then do (Then Actions) else do (Else Actions)









If - Conditions










CreepWave Equal to TempInt2









Then - Actions










-------- ====== Creating Enemies ====== --------










Unit - Create 3 Creeps1[TempInt2] for Player 12 (Brown) at CreepSpawnPoint[TempInt] facing Default building facing degrees










Unit - Create 1 Creeps2[TempInt2] for Player 12 (Brown) at CreepSpawnPoint[TempInt] facing Default building facing degrees










Unit - Create 2 Creeps3[TempInt2] for Player 12 (Brown) at CreepSpawnPoint[TempInt] facing Default building facing degrees










Unit - Create 2 Creeps4[TempInt2] for Player 12 (Brown) at CreepSpawnPoint[TempInt] facing Default building facing degrees










-------- ====== Attack Order ====== --------










Set TempUnitGroup = (Units within 512.00 of CreepSpawnPoint[TempInt])










Unit Group - Order TempUnitGroup to Attack-Move To TempPoint










Custom script: call DestroyGroup(udg_TempUnitGroup)









Else - Actions





Else - Actions






-------- ====== Normal ====== --------






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








Difficulty Equal to Normal







Then - Actions








-------- ====== Looping To Creep Wave ====== --------








For each (Integer TempInt2) from 1 to 4, do (Actions)









Loop - Actions










If (All Conditions are True) then do (Then Actions) else do (Else Actions)











If - Conditions












CreepWave Equal to TempInt2











Then - Actions












-------- ====== Creating Enemies ====== --------












Unit - Create 4 Creeps1[TempInt2] for Player 12 (Brown) at CreepSpawnPoint[TempInt] facing Default building facing degrees












Unit - Create 1 Creeps2[TempInt2] for Player 12 (Brown) at CreepSpawnPoint[TempInt] facing Default building facing degrees












Unit - Create 3 Creeps3[TempInt2] for Player 12 (Brown) at CreepSpawnPoint[TempInt] facing Default building facing degrees












Unit - Create 3 Creeps4[TempInt2] for Player 12 (Brown) at CreepSpawnPoint[TempInt] facing Default building facing degrees












Unit - Create 1 EnemyHeroType[TempInt2] for Player 12 (Brown) at CreepSpawnPoint[TempInt] facing Default building facing degrees












Set EnemyHero[TempInt] = (Last created unit)












-------- ======Hero Lvl ====== --------












Hero - Set EnemyHero[TempInt] Hero-level to (EnemyUpgrade + 1), Hide level-up graphics












Hero - Modify unspent skill points of EnemyHero[TempInt2]: Add (EnemyUpgrade + 2) points












-------- ======Hero Ability Add ====== --------












Unit - Add EnemyHero_Abilities[TempInt2] to EnemyHero[TempInt]












Unit - Add EnemyHero_Abilities2[TempInt2] to EnemyHero[TempInt]












-------- ======Hero Ability Level ====== --------












Unit - Set level of EnemyHero_Abilities[TempInt2] for EnemyHero[TempInt] to (EnemyUpgrade + 1)












Unit - Set level of EnemyHero_Abilities2[TempInt2] for EnemyHero[TempInt] to (EnemyUpgrade + 1)












-------- ======Hero Ability Order ====== --------












If (CreepWave Equal to 1) then do (Unit - Order EnemyHero[TempInt] to Night Elf Priestess Of The Moon - Activate Searing Arrows) else do (Do nothing)












If (CreepWave Equal to 2) then do (Unit - Order EnemyHero[TempInt] to Night Elf Demon Hunter - Activate Immolation) else do (Do nothing)












-------- ======Hero Attributes ====== --------












Hero - Modify Strength of EnemyHero[TempInt]: Add (EnemyUpgrade x 100)












Hero - Modify Agility of EnemyHero[TempInt]: Add (EnemyUpgrade x 100)












Hero - Modify Intelligence of EnemyHero[TempInt]: Add (EnemyUpgrade x 100)












-------- ====== Attack Order ====== --------












Set TempUnitGroup = (Units within 512.00 of CreepSpawnPoint[TempInt])












Unit Group - Order TempUnitGroup to Attack-Move To TempPoint












Custom script: call DestroyGroup(udg_TempUnitGroup)











Else - Actions







Else - Actions








-------- ====== Hard ====== --------








If (All Conditions are True) then do (Then Actions) else do (Else Actions)









If - Conditions










Difficulty Equal to Hard









Then - Actions










-------- ====== Looping To Creep Wave ====== --------










For each (Integer TempInt2) from 1 to 4, do (Actions)











Loop - Actions












If (All Conditions are True) then do (Then Actions) else do (Else Actions)













If - Conditions














CreepWave Equal to TempInt2













Then - Actions














-------- ====== Creating Enemies ====== --------














Unit - Create 4 Creeps1[TempInt2] for Player 12 (Brown) at CreepSpawnPoint[TempInt] facing Default building facing degrees














Unit - Create 2 Creeps2[TempInt2] for Player 12 (Brown) at CreepSpawnPoint[TempInt] facing Default building facing degrees














Unit - Create 3 Creeps3[TempInt2] for Player 12 (Brown) at CreepSpawnPoint[TempInt] facing Default building facing degrees














Unit - Create 3 Creeps4[TempInt2] for Player 12 (Brown) at CreepSpawnPoint[TempInt] facing Default building facing degrees














Unit - Create 1 EnemyHeroType[TempInt2] for Player 12 (Brown) at CreepSpawnPoint[TempInt] facing Default building facing degrees














Set EnemyHero[TempInt] = (Last created unit)














-------- ======Hero Lvl ====== --------














Hero - Set EnemyHero[TempInt] Hero-level to (EnemyUpgrade + 1), Hide level-up graphics














Hero - Modify unspent skill points of EnemyHero[TempInt2]: Add (EnemyUpgrade + 2) points














-------- ======Hero Ability Add ====== --------














Unit - Add EnemyHero_Abilities[TempInt2] to EnemyHero[TempInt]














Unit - Add EnemyHero_Abilities2[TempInt2] to EnemyHero[TempInt]














-------- ======Hero Ability Level ====== --------














Unit - Set level of EnemyHero_Abilities[TempInt2] for EnemyHero[TempInt] to (EnemyUpgrade + 1)














Unit - Set level of EnemyHero_Abilities2[TempInt2] for EnemyHero[TempInt] to (EnemyUpgrade + 1)














-------- ======Hero Ability Order ====== --------














If (CreepWave Equal to 1) then do (Unit - Order EnemyHero[TempInt] to Night Elf Priestess Of The Moon - Activate Searing Arrows) else do (Do nothing)














If (CreepWave Equal to 2) then do (Unit - Order EnemyHero[TempInt] to Night Elf Demon Hunter - Activate Immolation) else do (Do nothing)














-------- ======Hero Attributes ====== --------














Hero - Modify Strength of EnemyHero[TempInt]: Add (EnemyUpgrade x 150)














Hero - Modify Agility of EnemyHero[TempInt]: Add (EnemyUpgrade x 150)














Hero - Modify Intelligence of EnemyHero[TempInt]: Add (EnemyUpgrade x 150)














-------- ====== Attack Order ====== --------














Set TempUnitGroup = (Units within 512.00 of CreepSpawnPoint[TempInt])














Unit Group - Order TempUnitGroup to Attack-Move To TempPoint














Custom script: call DestroyGroup(udg_TempUnitGroup)













Else - Actions









Else - Actions










-------- ====== Extreme ====== --------










If (All Conditions are True) then do (Then Actions) else do (Else Actions)











If - Conditions












Difficulty Equal to Extreme











Then - Actions












-------- ====== Looping To Creep Wave ====== --------












For each (Integer TempInt2) from 1 to 4, do (Actions)













Loop - Actions














If (All Conditions are True) then do (Then Actions) else do (Else Actions)















If - Conditions
















CreepWave Equal to TempInt2















Then - Actions
















-------- ====== Creating Enemies ====== --------
















Unit - Create 4 Creeps1[TempInt2] for Player 12 (Brown) at CreepSpawnPoint[TempInt] facing Default building facing degrees
















Unit - Create 3 Creeps2[TempInt2] for Player 12 (Brown) at CreepSpawnPoint[TempInt] facing Default building facing degrees
















Unit - Create 4 Creeps3[TempInt2] for Player 12 (Brown) at CreepSpawnPoint[TempInt] facing Default building facing degrees
















Unit - Create 4 Creeps4[TempInt2] for Player 12 (Brown) at CreepSpawnPoint[TempInt] facing Default building facing degrees
















Unit - Create 1 EnemyHeroType[TempInt2] for Player 12 (Brown) at CreepSpawnPoint[TempInt] facing Default building facing degrees
















Set EnemyHero[TempInt] = (Last created unit)
















-------- ======Hero Lvl ====== --------
















Hero - Set EnemyHero[TempInt] Hero-level to (EnemyUpgrade + 1), Hide level-up graphics
















Hero - Modify unspent skill points of EnemyHero[TempInt2]: Add (EnemyUpgrade + 2) points
















-------- ======Hero Ability Add ====== --------
















Unit - Add EnemyHero_Abilities[TempInt2] to EnemyHero[TempInt]
















Unit - Add EnemyHero_Abilities2[TempInt2] to EnemyHero[TempInt]
















-------- ======Hero Ability Level ====== --------
















Unit - Set level of EnemyHero_Abilities[TempInt2] for EnemyHero[TempInt] to (EnemyUpgrade + 1)
















Unit - Set level of EnemyHero_Abilities2[TempInt2] for EnemyHero[TempInt] to (EnemyUpgrade + 1)
















-------- ======Hero Ability Order ====== --------
















If (CreepWave Equal to 1) then do (Unit - Order EnemyHero[TempInt] to Night Elf Priestess Of The Moon - Activate Searing Arrows) else do (Do nothing)
















If (CreepWave Equal to 2) then do (Unit - Order EnemyHero[TempInt] to Night Elf Demon Hunter - Activate Immolation) else do (Do nothing)
















-------- ======Hero Attributes ====== --------
















Hero - Modify Strength of EnemyHero[TempInt]: Add (EnemyUpgrade x 200)
















Hero - Modify Agility of EnemyHero[TempInt]: Add (EnemyUpgrade x 200)
















Hero - Modify Intelligence of EnemyHero[TempInt]: Add (EnemyUpgrade x 200)
















-------- ====== Attack Order ====== --------
















Set TempUnitGroup = (Units within 512.00 of CreepSpawnPoint[TempInt])
















Unit Group - Order TempUnitGroup to Attack-Move To TempPoint
















Custom script: call DestroyGroup(udg_TempUnitGroup)















Else - Actions











Else - Actions












-------- ====== Hard Mode ====== --------


Custom script: call RemoveLocation(udg_TempPoint)


Custom script: set udg_TempPoint = null


Custom script: set udg_TempUnitGroup = null


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




CreepWave Equal to 4



Then - Actions




Set CreepWave = 1



Else - Actions




Set CreepWave = (CreepWave + 1)
Did you read my post or not? By problem with OE data, I was refering to both the units and the buildings.
BTW, is the building vulnerable? I mean no units is every gonna attack a building that's invulnerable.
What polardude means to say is that it's possible that there may be other units in your attacking units acquisition range so they would prefer attacking those units instead of the building.
Wow, there's a second page? My bad.
