- Joined
- Oct 3, 2008
- Messages
- 189
So I've been continuing my playthrough of the campaigns and have gotten to the 5th Orc Mission; the one in which you face Cenarius.
In this mission there are several outlying player bases that end up being destroyed by the night elf enemy, after which ancients and units of other night elf enemies move in and establish bases in those locations. I was curious to see how this was triggered.
The base and it's units are preplaced on the location of the orc bases. At the start of the scenario the buildings are moved away to the area they approach from, and the units are removed and recreated in the same holding area as the buildings. The AI is not active yet at this point. When it's time for the ancients and units to move in the ai is activated; the ancients are uprooted (and move back to their starting locations cause I imagine they're going back to their guard position.) The units guard position is also recycled; my understanding is that this is to clear the guard positions at where they were newly spawned; consequently the existing guard positions of the original preplaced units will be filled in by these units.
Is this correct?
Other tutorials seems to indicate something else which I've also been able to reproduce by starting the ai before spawning the new set of units: https://www.thehelper.net/threads/useful-data-of-the-world-editor.40043/ Can someone explain this behaviour?
(For details, the exact test scenario was a map with 2 preplaced archers. A dummy ai script is launched; the two archers are killed and two new ones are spawned. They how ever both move to the position of the first archer, leaving the guard post of the second archer unoccupied.)
In this mission there are several outlying player bases that end up being destroyed by the night elf enemy, after which ancients and units of other night elf enemies move in and establish bases in those locations. I was curious to see how this was triggered.
The base and it's units are preplaced on the location of the orc bases. At the start of the scenario the buildings are moved away to the area they approach from, and the units are removed and recreated in the same holding area as the buildings. The AI is not active yet at this point. When it's time for the ancients and units to move in the ai is activated; the ancients are uprooted (and move back to their starting locations cause I imagine they're going back to their guard position.) The units guard position is also recycled; my understanding is that this is to clear the guard positions at where they were newly spawned; consequently the existing guard positions of the original preplaced units will be filled in by these units.
Is this correct?
Other tutorials seems to indicate something else which I've also been able to reproduce by starting the ai before spawning the new set of units: https://www.thehelper.net/threads/useful-data-of-the-world-editor.40043/ Can someone explain this behaviour?
(For details, the exact test scenario was a map with 2 preplaced archers. A dummy ai script is launched; the two archers are killed and two new ones are spawned. They how ever both move to the position of the first archer, leaving the guard post of the second archer unoccupied.)