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[Trigger] Default AI behaviour.

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Jun 19, 2017
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For my map i'm using dota-like creeps. I have made them to attack-move seemingly perfect and follow a path, but i also want them to cast spells at some point of the game and this is where things mess up a little. So my question is:
How exactly do these functions work, and can they help me for that manner?
  • Untitled Trigger 002
    • Events
    • Conditions
    • Actions
      • AI - Ignore (Triggering unit)'s guard position
      • AI - Ignore the guard positions of all Player 1 (Red) units
      • AI - Recycle (Triggering unit)'s guard position
      • AI - Lock guard position of (Triggering unit)
In addition with some testing, i found out that with this function (AI - Ignore the guard positions of all Player 1 (Red) units) at the end of the trigger that creates the units, they seem to not go back at their creation point, but when i give them some spells to cast, sometimes they freeze in random places along their path.
 
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