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Need help for Kodo moving in a Kodo Tag

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Level 2
Joined
Feb 4, 2009
Messages
15
they should attack the runners
those are the units of the human players which should not die

i tried a trigger with attack move to random runner
but the kodos moved ugly and didn't reached the runners because they only moved near the runners and then they walked up and down and up and down and ...
and when the runner mines gold (/is in a mine) the kodo turns backwards until the runner comes out of the mine
looks very ugly too

and it still doesn't work at all
 
Level 16
Joined
Jun 25, 2008
Messages
1,043
they should attack the runners
those are the units of the human players which should not die

i tried a trigger with attack move to random runner
but the kodos moved ugly and didn't reached the runners because they only moved near the runners and then they walked up and down and up and down and ...
and when the runner mines gold (/is in a mine) the kodo turns backwards until the runner comes out of the mine
looks very ugly too

and it still doesn't work at all
How often or when does the kodos change target?
 
Level 2
Joined
Feb 4, 2009
Messages
15
when the targeted runner is in a mine or when a kodo is nearly by the barricades which it has to destroy to come to the runner and then the kodos move to an other position which is closer to the runner but where is impassable terrain between the runner and the kodos.

sorry for mistakes in the text, i only learn english in the school
 
Level 9
Joined
May 9, 2009
Messages
536
i know what to do. order Kodos to Attack the "Position" of the runner. even if hes in a gold mine, the kodos will attack to the runners position. even if the runner moves, the order loops by itself and will keep following the runner untill *IT* dies. it will also kill and structure in its way
 
Level 10
Joined
Jul 22, 2007
Messages
261
I made a sort of Kodo Tag B4 here are the triggers for the AI

  • Add Kodo
    • Events
      • Unit - A unit enters Middle <gen>
    • Conditions
      • (Owner of (Triggering unit)) Equal to Player 12 (Brown)
    • Actions
      • Unit Group - Add (Triggering unit) to KODOs
  • Add Kodo 2
    • Events
      • Time - Every 3.00 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Units owned by Player 12 (Brown)) and do (Actions)
        • Loop - Actions
          • Unit Group - Add (Picked unit) to KODOs
  • Kodo Group
    • Events
      • Time - Every 5.00 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in KODOs and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Attack-Move To (Position of (Random unit from (Units in (Entire map) matching (((Matching unit) is Undead) Equal to True))))
  • Attack Player
    • Events
      • Time - KodoSpawn expires
    • Conditions
    • Actions
      • Unit Group - Pick every unit in KODOs and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Attack-Move To (Position of (Random unit from (Units in (Entire map) matching (((Matching unit) is Undead) Equal to True))))
  • Player Group
    • Events
      • Time - Elapsed game time is 0.00 seconds
    • Conditions
    • Actions
      • Set Number_Of_Players = (Number of players in (All allies of Player 1 (Red)))
Using Aquirance Range is sucky and in many versions Kodo's just hang around a wall on the other side of where the runners are.
 
Level 2
Joined
Jun 25, 2009
Messages
19
I made a sort of Kodo Tag B4 here are the triggers for the AI

  • Add Kodo
    • Events
      • Unit - A unit enters Middle <gen>
    • Conditions
      • (Owner of (Triggering unit)) Equal to Player 12 (Brown)
    • Actions
      • Unit Group - Add (Triggering unit) to KODOs
  • Add Kodo 2
    • Events
      • Time - Every 3.00 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Units owned by Player 12 (Brown)) and do (Actions)
        • Loop - Actions
          • Unit Group - Add (Picked unit) to KODOs
  • Kodo Group
    • Events
      • Time - Every 5.00 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in KODOs and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Attack-Move To (Position of (Random unit from (Units in (Entire map) matching (((Matching unit) is Undead) Equal to True))))
  • Attack Player
    • Events
      • Time - KodoSpawn expires
    • Conditions
    • Actions
      • Unit Group - Pick every unit in KODOs and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Attack-Move To (Position of (Random unit from (Units in (Entire map) matching (((Matching unit) is Undead) Equal to True))))
  • Player Group
    • Events
      • Time - Elapsed game time is 0.00 seconds
    • Conditions
    • Actions
      • Set Number_Of_Players = (Number of players in (All allies of Player 1 (Red)))
Using Aquirance Range is sucky and in many versions Kodo's just hang around a wall on the other side of where the runners are.

Those triggers leak A LOT :wink:
 
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