[Solved] Some way to give workers the same aggro priority as other units?

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Hey guys,

I'm working currently on a survival/Dungeon crawler map which incorparates missile and attack dodging. Thus for disabling automatically aggroing of the heros, i gave them the worker tag (Also, it creates a nice HUD-icon for automatically selecting your hero...).

So, the problem i'm currently facing is when i have heros with summons. These summons, which i didnt gave the worker tag, are priorited by the creeps due to simply not having this tag. This gives summoners the bility to create like an off-tank on demand, which i pretty much dislike for balancing reasons.

so my question here: Is there any way to arrange the gameplay constants/OE Data in a way that units aggro workers and units without an attack at all the same like non-worker units?

By the way, i can trigger it, but before i do it i would like to know if i could do it another way without it, since it would save map space and performance.
 
Well, it depends on the summon i choose. The point about the worker tag is that the unit which has this one doesn't attack at all unless told to do so. So for moveable and longer holding summons this would be a fine solution. But on the other hand i got other summons, which hold for a much smaller time of window and thus either need to be triggered or have the worker tag removed (I can't give them the ward tag because i use the ward classification in the map for something else, like units for corpses/debris etc.). When i make the first solution, i would directly make an aggro system out of it, so i don't need the tag for the other summons at all. When i make the second solution, i still come to the problem of the thread with this units.
Well, i suppose i don't come around an aggro system, since i wanted to have more control of the bosses anyway

An example of the way i meant it, referring to a single hero as example:

I got a fire-hydra summon, which creates a 3-5 headed hydra at the target location for 10 seconds, each head independally able to attack enemies. (Like the sorceress spell from diablo 2). this one is more a burst damage-type summon.

On the other hand the same hero can summon a mud golem, which lurks around for 60 seconds and needs to be proper microed to have a good impact. I could add the worker tag to this one.

At last the same hero can create a small healing fountain. I son't mind when this one doesn't get attacked at all. It doesn't aggro units much anyway since it doesnt have got any attack.
 
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