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How to stop AOS creeps from turning around?

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Level 30
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Apr 6, 2010
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So I tried to create a (melee) map in which small groups of neutral creeps regularly spawn (every two minutes or so) in the map's center then head for each player's start location, to provide gold and experience. However, every time they spawn and head out to the bases, they will turn around after a short while, return to the spawn point and just sit there. Being pathetically unskilled in terms of triggering, could anyone explain to me what I'm doing wrong?
 
Level 11
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This is the fully explation that watermelon 1234 meant: You know that when you play a normal map that Blizzard have made. Example Icecrown Island or whatever it name is. If you attack a Neutral Creep and you realize that you're not going to make it. You run away with you'r hero and the creeps follow you for a short time. Then it returns back to where it should stand. This is what happens. You make them Move- Attack to a location and after some seconds without finding any enemies, the unit will go back to it's normal spawn place. That's how the Neutral is default Coded. So i suggest you take player 12 (If you'r not going to use that one) and make him the owner of the creeps. Otherwise (If you're going to use player 12), you could do as watermelon 1234 said. Go to Gameplay Constants and change the "Creep - Guard Return Time" to a high value. More higher, longer time it takes for the unit to move back to its location.
 
Level 30
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I have done as suggested, and now they go all the way to the base, but turn back unless attacked. Oh well, I only ever play agianst computers anyway.

However, I now have a new question: In order to keep the game from lagging, I'm trying to kill the creeps sent after a period of time, but this doesn't work. I'm using Wait and Explode Last Created Unit Group triggers, but this seems to have no effect. Again, what am I doing wrong?
 
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