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Creeps won't attack building

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Level 23
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Oct 20, 2012
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3,075
Do you control the units? if you don't, try giving the control to you (for testing purpose) and manually order those units to attack the building. If they're following it correctly, there might be wrong with your triggers. If they still don't attack with your manual orders, there might be something wrong in your OE data.
 
Level 18
Joined
May 11, 2012
Messages
2,103
That sound more like an action :)

Anyway
  • 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)
 
Level 25
Joined
May 11, 2007
Messages
4,650
"Creep Spawn" is a trigger which you posted. The reason I wanted you to post the trigger is so we can see if other things are blocking the action, etc. :)

Is the building owned by you? If not, is the player owning it set to an enemy of Player 12, and vice versa?
Do the creeps attack to the point that they are next to the Castle?
 
Level 18
Joined
May 11, 2012
Messages
2,103
Not directly by me, but by my allied player (Alliance (Player 1 (Red))).
Yes it is.
Skull of Dread, not Castle :D
I don't quite understand the last sentence?

doom_sheep: Will try that.

polardude, I hardly understand what you want to say. No, it does not have damdage.
 
Level 12
Joined
Nov 13, 2010
Messages
254
you say that the units are avoiding the building so that why i ask if the building had damage . is there units/creeps next to the building they are avoiding or is there other unit or tower or something else they can hit them ?
 
Level 18
Joined
May 11, 2012
Messages
2,103
I guess I found problem.
The thing was, my Alliance Player has been set to neutral which owned that building, and enemies didn't recognize the Neutral as an enemy.
I have changed it to computer player.

Now I have another question: How can I hide that computer player slot in lobby?
 
Level 23
Joined
Oct 20, 2012
Messages
3,075
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.
 
Level 18
Joined
May 11, 2012
Messages
2,103
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.

:D

I have set Alliance and Enemy player slot to computer, but they show up in lobby.
They only don't show up when they're set to neutral, but as neutral players, Enemy's units do not recognize them as an enemy.

I'll just create another thread.
Close this one, it is fixed.
 
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