Greetings,
I need to create following mechanics, where over time, at every 'Demonic Sundering' unit, a group of neutral-hostile units will spawn, and will go attack nearest non-neutral-hostile control point. After they destroy the CP, they will be again issues to attack nearest non-neutral-hostile control point.
The trigger when demons spawn:
I cannot change the 'Guard Distance' in settings to infinite, as I also have creep camps in map, and I need them to stay on point instead of chasing after the player for whole map. I had hopes the AI - Ignore guard position will help me out, but it was unsuccesful.
Any ideas how to fix the problem?
I need to create following mechanics, where over time, at every 'Demonic Sundering' unit, a group of neutral-hostile units will spawn, and will go attack nearest non-neutral-hostile control point. After they destroy the CP, they will be again issues to attack nearest non-neutral-hostile control point.
The trigger when demons spawn:
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Demonic Sunderings spawning demons
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Events
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Conditions
-

Actions
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Game - Display to (All players) the text: |cffff0000WARNING:|...
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Sound - Play CoVQuestFailed <gen>
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Set TempGroup = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Demonic Sundering))
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Unit Group - Pick every unit in TempGroup and do (Actions)
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Loop - Actions
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Set TempLoc = (Position of (Picked unit))
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Set TempReal = 100000000.00
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Set Temp_Group = (Units in (Playable map area) matching ((((Unit-type of (Matching unit)) Equal to Control Point (15g)) or (((Unit-type of (Matching unit)) Equal to Control Point (20g)) or (((Unit-type of (Matching unit)) Equal to Control Point (25g)) or ((Unit-type of (Match
-




Unit Group - Pick every unit in Temp_Group and do (Actions)
-





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







If - Conditions
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(Owner of (Picked unit)) Not equal to Neutral Hostile
-
-







Then - Actions
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Set TempPos = (Position of (Picked unit))
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Set TempReal2 = (Distance between TempLoc and TempPos)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-









If - Conditions
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TempReal2 Less than TempReal
-
-









Then - Actions
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Custom script: call RemoveLocation (udg_TempPos2)
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Set TempPos2 = (Position of (Picked unit))
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Set TempReal = TempReal2
-
-









Else - Actions
-
-








Custom script: call RemoveLocation (udg_TempPos)
-
-







Else - Actions
-
-
-
-




Custom script: call DestroyGroup (udg_Temp_Group)
-




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





If - Conditions
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(Random integer number between 1 and 2) Equal to 1
-
-





Then - Actions
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Unit - Create 1 Vozhal Warrior [lvl 1 ruptures] for Neutral Hostile at TempLoc facing Default building facing degrees
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AI - Ignore (Last created unit)'s guard position
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Unit - Set the custom value of (Last created unit) to 2
-






Unit - Order (Last created unit) to Attack-Move To TempPos2
-






Unit - Create 1 Vozhal Warrior [lvl 1 ruptures] for Neutral Hostile at TempLoc facing Default building facing degrees
-






AI - Ignore (Last created unit)'s guard position
-






Unit - Set the custom value of (Last created unit) to 2
-






Unit - Order (Last created unit) to Attack-Move To TempPos2
-






Unit - Create 1 Vozhal Stalker [lvl 1 ruptures] for Neutral Hostile at TempLoc facing Default building facing degrees
-






AI - Ignore (Last created unit)'s guard position
-






Unit - Set the custom value of (Last created unit) to 2
-






Unit - Order (Last created unit) to Attack-Move To TempPos2
-






Unit - Create 1 Vozhal Stalker [lvl 1 ruptures] for Neutral Hostile at TempLoc facing Default building facing degrees
-






AI - Ignore (Last created unit)'s guard position
-






Unit - Set the custom value of (Last created unit) to 2
-






Unit - Order (Last created unit) to Attack-Move To TempPos2
-






Unit - Create 1 Vozhal Stalker [lvl 1 ruptures] for Neutral Hostile at TempLoc facing Default building facing degrees
-






AI - Ignore (Last created unit)'s guard position
-






Unit - Set the custom value of (Last created unit) to 2
-






Unit - Order (Last created unit) to Attack-Move To TempPos2
-






Unit - Create 1 Vozhal Demoness [lvl 1 ruptures] for Neutral Hostile at TempLoc facing Default building facing degrees
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AI - Ignore (Last created unit)'s guard position
-






Unit - Set the custom value of (Last created unit) to 2
-






Unit - Order (Last created unit) to Attack-Move To TempPos2
-






Unit - Create 1 Vozhal Demoness [lvl 1 ruptures] for Neutral Hostile at TempLoc facing Default building facing degrees
-






AI - Ignore (Last created unit)'s guard position
-






Unit - Set the custom value of (Last created unit) to 2
-






Unit - Order (Last created unit) to Attack-Move To TempPos2
-
-





Else - Actions
-






Unit - Create 1 Vozhal Warrior [lvl 1 ruptures] for Neutral Hostile at TempLoc facing Default building facing degrees
-






AI - Ignore (Last created unit)'s guard position
-






Unit - Set the custom value of (Last created unit) to 2
-






Unit - Order (Last created unit) to Attack-Move To TempPos2
-






Unit - Create 1 Vozhal Warrior [lvl 1 ruptures] for Neutral Hostile at TempLoc facing Default building facing degrees
-






AI - Ignore (Last created unit)'s guard position
-






Unit - Set the custom value of (Last created unit) to 2
-






Unit - Order (Last created unit) to Attack-Move To TempPos2
-






Unit - Create 1 Vozhal Warrior [lvl 1 ruptures] for Neutral Hostile at TempLoc facing Default building facing degrees
-






AI - Ignore (Last created unit)'s guard position
-






Unit - Set the custom value of (Last created unit) to 2
-






Unit - Order (Last created unit) to Attack-Move To TempPos2
-






Unit - Create 1 Vozhal Voidwalker [lvl 1 ruptures] for Neutral Hostile at TempLoc facing Default building facing degrees
-






AI - Ignore (Last created unit)'s guard position
-






Unit - Set the custom value of (Last created unit) to 2
-






Unit - Order (Last created unit) to Attack-Move To TempPos2
-






Unit - Create 1 Vozhal Voidwalker [lvl 1 ruptures] for Neutral Hostile at TempLoc facing Default building facing degrees
-






AI - Ignore (Last created unit)'s guard position
-






Unit - Set the custom value of (Last created unit) to 2
-






Unit - Order (Last created unit) to Attack-Move To TempPos2
-






Unit - Create 1 Vozhal Sorcerer [lvl 1 ruptures] for Neutral Hostile at TempLoc facing Default building facing degrees
-






AI - Ignore (Last created unit)'s guard position
-






Unit - Set the custom value of (Last created unit) to 2
-






Unit - Order (Last created unit) to Attack-Move To TempPos2
-






Unit - Create 1 Vozhal Sorcerer [lvl 1 ruptures] for Neutral Hostile at TempLoc facing Default building facing degrees
-






AI - Ignore (Last created unit)'s guard position
-






Unit - Set the custom value of (Last created unit) to 2
-






Unit - Order (Last created unit) to Attack-Move To TempPos2
-
-
-




Custom script: call RemoveLocation (udg_TempLoc)
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-------- TempPos2 = Location of nearest CP --------
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Custom script: call RemoveLocation (udg_TempPos2)
-
-
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Custom script: call DestroyGroup (udg_TempGroup)
-
-
-
CP dies by Demons
-

Events
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Unit - A unit Dies
-
-

Conditions
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(Custom value of (Killing unit)) Equal to 2
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(Owner of (Killing unit)) Equal to Neutral Hostile
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Or - Any (Conditions) are true
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Conditions
-




(Unit-type of (Triggering unit)) Equal to Control Point (15g)
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(Unit-type of (Triggering unit)) Equal to Control Point (20g)
-




(Unit-type of (Triggering unit)) Equal to Control Point (25g)
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(Unit-type of (Triggering unit)) Equal to Control Point (35g)
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And - All (Conditions) are true
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Conditions
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((Triggering unit) is A structure) Equal to True
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((Triggering unit) is An Ancient) Equal to True
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((Triggering unit) is A sapper) Equal to True
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((Triggering unit) is A town-hall-type unit) Equal to True
-
-
-
-
-
-

Actions
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Set TempLoc = (Position of (Triggering unit))
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Set TempGroup = (Units within 1000.00 of TempLoc matching (((Owner of (Matching unit)) Equal to Neutral Hostile) and ((Custom value of (Matching unit)) Equal to 2)))
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Set TempReal = 100000000.00
-


Set Temp_Group = (Units in (Playable map area) matching ((((Unit-type of (Matching unit)) Equal to Control Point (15g)) or (((Unit-type of (Matching unit)) Equal to Control Point (20g)) or (((Unit-type of (Matching unit)) Equal to Control Point (25g)) or ((Unit-type of (Match
-


Unit Group - Pick every unit in Temp_Group and do (Actions)
-



Loop - Actions
-




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





If - Conditions
-






(Owner of (Picked unit)) Not equal to Neutral Hostile
-
-





Then - Actions
-






Set TempPos = (Position of (Picked unit))
-






Set TempReal2 = (Distance between TempLoc and TempPos)
-






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







If - Conditions
-








TempReal2 Less than TempReal
-
-







Then - Actions
-








Custom script: call RemoveLocation (udg_TempPos2)
-








Set TempPos2 = (Position of (Picked unit))
-








Set TempReal = TempReal2
-
-







Else - Actions
-
-






Custom script: call RemoveLocation (udg_TempPos)
-
-





Else - Actions
-
-
-
-


Custom script: call DestroyGroup (udg_Temp_Group)
-


Custom script: call RemoveLocation (udg_TempLoc)
-


Unit Group - Pick every unit in TempGroup and do (Actions)
-



Loop - Actions
-




AI - Ignore (Picked unit)'s guard position
-




Unit - Order (Picked unit) to Attack-Move To TempPos2
-
-
-


Custom script: call DestroyGroup (udg_TempGroup)
-


Custom script: call RemoveLocation (udg_TempPos2)
-
-
I cannot change the 'Guard Distance' in settings to infinite, as I also have creep camps in map, and I need them to stay on point instead of chasing after the player for whole map. I had hopes the AI - Ignore guard position will help me out, but it was unsuccesful.
Any ideas how to fix the problem?




