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Need help creating a (attack system) (survival based)

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Level 11
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I really need help creating this system!

The system must have any type of "kodo", "kodo extreme" etc be able to attack everything on map with out getting glitched, when you build you mostly trap your self, but i need this system so it always attacks a reachable structure.

+rep, +credit.

I need help quickly as testing map with people get them bored.

This is the current simple system i have implanted in to my map.
  • Actions
    • Set TempGroup = (Units of type Kodo)
    • Set TempLoc = (Position of (Random unit from RunnerToAttackGroup))
    • Unit Group - Order TempGroup to Attack-Move To TempLoc
    • Custom script: call DestroyGroup(udg_TempGroup)
    • Custom script: call RemoveLocation(udg_TempLoc)
Thanks!

UPDATE

Honestly, they will still get stuck when they target the runner only when the runner is behind a walled base. Is there anyway of avoiding this? Like attack closest and reachable unit. I really need a responce fast because of how urgent i need to test.

I have checked an unprotected kodotag map to see how they did it, i basicly have exactly the same. Still does the same thing, although looking at fortress survival alpha may have the triggers i need.
But more help would be very helpful. +rep, +credit!


Note: I have tested so many times that this is what the kodos are doing,
i quickly make a base and create a blockade,
__
| | Where the space down the bottom is the entrence, the kodos would come here
| | < Here, and get stuck. When i destroy the blockade, the kodos instantly go through the entrence, but when i block it again, the kodos get stuck. I need a system where the
| | Kodos will destroy the blockade to get to the destination rather then getting stuck!
__
 
Last edited:
Level 11
Joined
Nov 1, 2008
Messages
828
Here is a image of how big the map is, there are 4 arenas. This is the top left sector of the map.

And the kodos are controled by AI. (Player 12)

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Level 11
Joined
Nov 1, 2008
Messages
828
Honestly, they will still get stuck when they target the runner only when the runner is behind a walled base. Is there anyway of avoiding this? Like attack closest and reachable unit. I really need a responce fast because of how urgent i need to test.

I have checked an unprotected kodotag map to see how they did it, i basicly have exactly the same. Still does the same thing, although looking at fortress survival alpha may have the triggers i need.
But more help would be very helpful. +rep, +credit!


Note: I have tested so many times that this is what the kodos are doing,
i quickly make a base and create a blockade,
__
| | Where the space down the bottom is the entrence, the kodos would come here
| | < Here, and get stuck. When i destroy the blockade, the kodos instantly go through the entrence, but when i block it again, the kodos get stuck. I need a system where the
| | Kodos will destroy the blockade to get to the destination rather then getting stuck!
__
 
Last edited:
Level 11
Joined
Nov 1, 2008
Messages
828
Alright, here you go.


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Level 11
Joined
Nov 1, 2008
Messages
828
Yepp,
the kodo player even has full vision of map.

Here is a part of the main triggers, where ("RunnerToAttackGroup") is the runner that they go after. The AI disable is implanted somewhere else.

ps, my thread does not refresh proply, i checked this 10mins ago and you haven't posted and arcording to this you posted an hour ago.


  • Auto Attack Crazy
    • Events
      • Unit - A unit enters Arena1 Start <gen>
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Kodo
    • Actions
      • Set TempGroup = (Units of type Kodo)
      • Set TempLoc = (Position of (Random unit from RunnerToAttackGroup))
      • Unit Group - Order TempGroup to Attack-Move To TempLoc
      • Custom script: call DestroyGroup(udg_TempGroup)
      • Custom script: call RemoveLocation(udg_TempLoc)
 
Level 17
Joined
Feb 11, 2011
Messages
1,860
Give this a shot:

  • Trigger
    • Events
      • Unit - A unit enters Arena1 Start <gen>
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Kodo
    • Actions
      • Set KodoGroup = (Units of type Kodo)
      • Trigger - Turn on Periodic Orders
  • Peroidic Orders
    • Events
      • Time - Every 5.00 seconds of game time
    • Conditions
    • Actions
      • Set loc = (Position of (Random unit from RunnerToAttackGroup))
      • Unit Group - Pick every unit in KodoGroup and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Attack-Move To loc
      • Custom script: call RemoveLocation(udg_loc)
 
Level 11
Joined
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Well, i think that won't do much good either, because every 5 seconds the kodos would attack something else each 5 seconds i think. Or does position of random unit is true what they say where it attacks the closest unit. Though it would be kinda hard if there were lots of close units.
 
Level 17
Joined
Feb 11, 2011
Messages
1,860
  • Trigger
    • Events
      • Unit - A unit enters Arena1 Start <gen>
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Kodo
    • Actions
      • Set KodoGroup = (Units of type Kodo)
      • Set target = (Random unit from RunnerToAttackGroup)
      • Trigger - Turn on Peroidic Orders <gen>
  • Peroidic Orders
    • Events
      • Time - Every 5.00 seconds of game time
    • Conditions
    • Actions
      • Set loc = (Position of target)
      • Unit Group - Pick every unit in KodoGroup and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Attack-Move To loc
      • Custom script: call RemoveLocation(udg_loc)
 
Level 11
Joined
Nov 1, 2008
Messages
828
Well, still doesn't really work. Although it could be fixed if it its possible to do,
if kodo = stuck
move stuck kodo to attack wall.

because really when you create a walled base that is up high on a cliff, honestly the kodo is far away from the wall and all it does is just go to it but doesn't know there is another way around. :\
 
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