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[Trigger] Hero Defense Move Trigger Help!!

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Level 2
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Nov 30, 2013
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Please Help! Hero Defense Move Trigger?

So I created a trigger;
  • Wave1
    • Events
      • Time - Every 0.50 seconds of game time
    • Conditions
    • Actions
      • Set Point1 = (Center of Spawn <gen>)
      • Unit - Create 1 Uruk Swordsman for Neutral Hostile at (Center of Creep Spawn <gen>) facing Default building facing degrees
  • Wave1Move
    • Events
      • Unit - A unit enters Creep Spawn <gen>
    • Conditions
    • Actions
      • Unit - Order (Triggering unit) to Attack-Move To (Center of Spawn <gen>)
The idea was to create units every few seconds then make them move to attempt to attack your base, but obv get blocked by a couple of your units; the problem is, when they run out of their little spawn point they keep running then seemingly hit an invisible wall halfway through, run back and cluster up at the spawnpoint.
 
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Level 14
Joined
Jun 27, 2008
Messages
1,325
1. Dont create the same post twice in different subforums. Crossposting is not allowed. If you fear posting in the wrong forum dont worry, a moderator will move it. But this makes you look like an attention whore. And nobody likes attention whores.

2. Dont bump after 50 minutes. Either ppl read ur shit and answer or they dont. Bumping doesnt help if your thread is still on top of the first page.
 
Level 10
Joined
Jan 20, 2011
Messages
492
The reason this happens is because of the Acquisition Range, which is set in the OE (Object Editor) under all of your creeps. This is to stop creeps running forever. Since you want them to continue running, I would set the range to the Highest.

There is also information in Gameplay Constants, which is in the Advanced tab, and if you scroll down to Creeps Category, there is a bunch of information there about the ranges they can run, and the distance they become aggro by a hostile team. You can play around with these until you get the desired effect you want, but by just changing the Acquisition Range in the OE on each of the units, it should do the trick and stop them for running back to the where they were spawned.

Also on a side note, I would add a condition to your Wave1Move trigger, so that only Hostile units will be affected by it, so that if your units enter the region it will not force them to do the actions in the trigger.
 
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Level 15
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Oct 18, 2008
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@muzzel: Well said.

@ionicsniper don't use Neutral Hostile, use player 12 and set it to computer in the map settings. Also, use "Entering Unit" instead of "Triggering Unit". Even though it may work, it's a bad practice. I think you can also move the order trigger right after the unit creation, there is no need to make the system do another check there.
 
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Level 15
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