Trigger to make Boss never flee nor when attacking unit is running away.

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Hello Everyone.
I am really new to triggers and working on a map after Reforged was released.
I have worked out a boss fight where units in a unit group attacks a boss and if they die, boss resets.
Now I want boss to keep chasing heroes, even if they run away from him. He needs to keep attacking even if they run away.
Anyone has an idea to do this easy?

Thanks for reading.
BR
Rasser
 

Dr Super Good

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If the boss is owned by Neutral Hostile this might not be possible as Neutral Hostile has their own mechanics and logic. Otherwise if it is owned by a player you can disable its guard distance and then use a trigger ordering it to periodically (every few seconds) attack towards the nearest person involved in the boss fight.
 
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If the boss is owned by Neutral Hostile this might not be possible as Neutral Hostile has their own mechanics and logic. Otherwise if it is owned by a player you can disable its guard distance and then use a trigger ordering it to periodically (every few seconds) attack towards the nearest person involved in the boss fight.

I think you can do that with neutral hostile too, you just need to have the timer be more frequent, or better yet to intercept their "move" order that sends them back to their starting position and replace that with your order.

but yeah, I guess why intentionally clash with the harcoded stuff for no reason...
 

Dr Super Good

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I think you can do that with neutral hostile too, you just need to have the timer be more frequent, or better yet to intercept their "move" order that sends them back to their starting position and replace that with your order.
I recall trying this in the past and not only was their move order implicit (no order issued) but they would mostly ignore any orders issued while leashing.

Other odd behaviours include Neutral Hostile completely ignoring buildings when not near their camp site, even those that are attacking them.
 
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I recall trying this in the past and not only was their move order implicit (no order issued) but they would mostly ignore any orders issued while leashing.

Other odd behaviours include Neutral Hostile completely ignoring buildings when not near their camp site, even those that are attacking them.
dunno, I did this in the past and it seemed to work. just checked for when they issued a move order to their starting location and replaced that with my order.
 
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