Hi,
I have a map where creeps are spawned in a closed area and are supposed to attack player controlled hero. In the same area are also creeps sent by enemy players, which are then controlled by them.
Problem: Every time a tower is shooting at a creep, the creep runs back to the spawned location. (The creep cant attack the tower, unreachable location.)
How can I prevent that ?
I want the neutral creeps only to attack the hero, not interfere with the enemy creeps and not run back to starting location when tower attacks them nor when they run around for too long time.
Note: There is a spawning timer for the creeps
I have a map where creeps are spawned in a closed area and are supposed to attack player controlled hero. In the same area are also creeps sent by enemy players, which are then controlled by them.
Problem: Every time a tower is shooting at a creep, the creep runs back to the spawned location. (The creep cant attack the tower, unreachable location.)
How can I prevent that ?
I want the neutral creeps only to attack the hero, not interfere with the enemy creeps and not run back to starting location when tower attacks them nor when they run around for too long time.
Note: There is a spawning timer for the creeps
-
spawn
- Ereignisse
- Bedingungen
-
Aktionen
-
For each (Integer A) from 1 to 8, do (Actions)
-
Schleifen - Aktionen
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
'IF'-Bedingungen
- lose[(Integer A)] Gleich False
- ((Player((Integer A))) controller) Gleich Benutzer
- ((Player((Integer A))) slot status) Gleich Spielt
-
'THEN'-Aktionen
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
'IF'-Bedingungen
- level Gleich 1
-
'THEN'-Aktionen
- Einheit - Create 6 Crab |cff0080FF(Stufe 1)|r for Neutral feindlich at ((Player((Integer A))) start location) facing Vorgabe für Gebäude-Ausrichtung degrees
- 'ELSE'-Aktionen
-
'IF'-Bedingungen
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
'IF'-Bedingungen
- level Gleich 2
-
'THEN'-Aktionen
- Einheit - Create 5 Oger |cff0080FF(Stufe 1)|r for Neutral feindlich at ((Player((Integer A))) start location) facing Vorgabe für Gebäude-Ausrichtung degrees
- 'ELSE'-Aktionen
-
'IF'-Bedingungen
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
'IF'-Bedingungen
- level Gleich 3
-
'THEN'-Aktionen
- Einheit - Create 5 Meeresschildkröte |cff0080FF(Stufe 1)|r for Neutral feindlich at ((Player((Integer A))) start location) facing Vorgabe für Gebäude-Ausrichtung degrees
- Einheit - Create 4 Orc-Skelett |cff0080FF(Stufe 1)|r for Neutral feindlich at ((Player((Integer A))) start location) facing Vorgabe für Gebäude-Ausrichtung degrees
- 'ELSE'-Aktionen
-
'IF'-Bedingungen
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
'IF'-Bedingungen
- level Gleich 4
-
'THEN'-Aktionen
- Einheit - Create 6 Magnataure |cff0080FF(Stufe 1)|r for Neutral feindlich at ((Player((Integer A))) start location) facing Vorgabe für Gebäude-Ausrichtung degrees
- Einheit - Create 5 Nightelf |cff0080FF(Stufe 1)|r for Neutral feindlich at ((Player((Integer A))) start location) facing Vorgabe für Gebäude-Ausrichtung degrees
- 'ELSE'-Aktionen
-
'IF'-Bedingungen
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
'IF'-Bedingungen
- level Gleich 5
-
'THEN'-Aktionen
- Einheit - Create 8 Grunzer |cff0080FF(Stufe 1)|r for Neutral feindlich at ((Player((Integer A))) start location) facing Vorgabe für Gebäude-Ausrichtung degrees
- Einheit - Create 1 Bergkönig |cff0080FF(Stufe 1)|r - |cffFF0000Boss|r for Neutral feindlich at ((Player((Integer A))) start location) facing Vorgabe für Gebäude-Ausrichtung degrees
- 'ELSE'-Aktionen
-
'IF'-Bedingungen
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- 'ELSE'-Aktionen
-
'IF'-Bedingungen
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Schleifen - Aktionen
-
For each (Integer A) from 1 to 8, do (Actions)