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How do you make a caravan?

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Level 14
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Aug 30, 2004
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I have a mini-game in which the player has the opportunity to raid a caravan that moves from one spot on the map to the other. I set up a series of tower-defense like triggers so the units are ordered to attack-move to a region and when they get there they are ordered to go to the next region, etc. Here are some problems:

1. the Caravan sometimes moves half way to the region then returns (this happens when they are not engaged in combat). I tried removing their AI-guard position, but that didn't fix it.

2. when the caravan is engaged in combat they go back to their spawn point rather than continue on their route.

I know Blizzard did something like this in the Human expansion campaign and in the original Orc I believe, but for some reason I forgot how to extract their maps and play with them. I imagine there is a tutorial for that but I can't seem to find it.

Thank you,

Darwin
 
Level 10
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Aug 15, 2008
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Right...

1. Make caravans "Collision Size" smaller, if it is like Wintermaul with mazing, then you could put caravans collision size to 1.00 or even 0.01, cuz if it is 0 then caravan will walk everything past, also set "Can Flee" to False

2. Keep hints as i gave you on 1. , make many waypoints, good would be making waypoints on every turn, see http://www.hiveworkshop.com/forums/f278/basics-tower-defense-7004/ how to do these waypoints, also if it is like that towers can only be built from sides not in path where caravan goes, you still could reduce collision, couse then they will go back to start point, couse they will be blocked by other caravan units, cuz of their collision, so reduce it... Basicly units have 16, 32, and such collision, reduce it to some 4 or 2 mby
 
Level 14
Joined
Aug 30, 2004
Messages
909
Right...

1. Make caravans "Collision Size" smaller, if it is like Wintermaul with mazing, then you could put caravans collision size to 1.00 or even 0.01, cuz if it is 0 then caravan will walk everything past, also set "Can Flee" to False

2. Keep hints as i gave you on 1. , make many waypoints, good would be making waypoints on every turn, see http://www.hiveworkshop.com/forums/f278/basics-tower-defense-7004/ how to do these waypoints, also if it is like that towers can only be built from sides not in path where caravan goes, you still could reduce collision, couse then they will go back to start point, couse they will be blocked by other caravan units, cuz of their collision, so reduce it... Basicly units have 16, 32, and such collision, reduce it to some 4 or 2 mby

Thank you. I made more regions and I used a periodic trigger that checkes their location and gives the appropriate order every 7 seconds or so as well. I think it's working well enough now.

{EDIT}
So, I'm running into this problem over and over again. I make enemy units, then I order them to attack and they do for a while then turn back and return to their spawn point. Is this a problem with Neutral Hostile? Should I be using a computer-run player slot?
 
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Level 10
Joined
Aug 15, 2008
Messages
720
Ahhh yes forgot to tell, you must use Computer in that Caravan thing, couse hostiles are used for stationary, so you must use computer, couse all TD's are using computer for those creeps...

Also! You should turn bounty giving on that creep run computer...
Just use:
Events
Map Initialization
Condictions
(Nothing)
Actions
Player - Turn Gives bounty On for <Your chosen Player> (To find this thing, go to Section Player, and inside Player, go to section "Player - Turn Player Flag On/Off" )
 
Level 14
Joined
Aug 30, 2004
Messages
909
The caravan is fairly small, and there's nothing else going on really (it's part of a tutorial for a new race). I'll switch it to a computer and see if that works.

How do you turn AI off? I'm not sure I know how to do that.

Sorry I can't check, I'm at school.
 
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