I have an Automaton 2000 in my map and I removed the "Critter - Wander" behaviour so that it only moves when ordered to. That worked fine all the time, but since the patch the Automaton again wanders around every 5-10 secs :(
It still has no wander behaviour and I even set the "range" to 0 in each and every wander behaviour that exists and it still wanders mindlessly around, waaaaaarghhh!! I even gave the wandering back to the unit with range 0.0000001 and 100000 delay, but it just gets ignored.
So the unit has got a new invisible behaviour you can't disable with the new patch or what?
Well, first of all just make a new unit with the same actor and you can get rid of that problem (maybe you can even simply dublicate the Automaton).
Also, I guess it's not an invisible or irremovable behavior, but some sort of bug. You removed the wander, then patched and the editor still thinks the Automaton has no wander ability, but somewhere in the game files it probably got it again (same bug for the behavior itself, it didn't acknowledge the changes).
If you want to be sure you can create a new map, place some Automatons on the map, remove the behavior from them and see if they still wander. If they do then it's not just some random-occuring bug but seems to be a more serious problem.
Seems this behavior is now hardcored to the unit? I had units in my map that had this behavior, now they still have it, but it doesnt work. :/ Thanks o blizzard map goes to hell now.
edit: hmm... in new map file it works... but cant make it work again in the current file :/ Reseting unit to parent and then adding this behavior again do not work.
one of these units, cant even be reseted to parent anymore... it stays marked as green. :/
edit: Ok, managed to make it work again... dont know how. Seems it really some wierd bug. Cause i only repeated again same thing what i have done previously only that this time it worked O.o
What do you do when Blizzard changed a couple of things and now something doesn't work?
You look at what they changed! Is it so hard to look at the Automaton and figure out what's wrong? It took me about 10 seconds -.-
Units don't need the wander behavior anymore. There is now an option in the "UI - Fidget" field that specifies the distance they move. If you set this to 0 - oh wonder - it doesn't move anymore.
Don't jump into conlusions so quickly - investigate first.
Why would Blizzard be so stupid and hardcode anything into the game which previously worked perfectly fine when it was softcoded..
Well, they could at least write something like that in the update notes. No idea why they implement that fidget stuff now when the wander behaviour worked fine. It's not easy to find it in between the hundreds of options. And then on the UI page...
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I have an Automaton 2000 in my map and I removed the "Critter - Wander" behaviour so that it only moves when ordered to. That worked fine all the time, but since the patch the Automaton again wanders around every 5-10 secs :(
It still has no wander behaviour and I even set the "range" to 0 in each and every wander behaviour that exists and it still wanders mindlessly around, waaaaaarghhh!! I even gave the wandering back to the unit with range 0.0000001 and 100000 delay, but it just gets ignored.
So the unit has got a new invisible behaviour you can't disable with the new patch or what?
Well, first of all just make a new unit with the same actor and you can get rid of that problem (maybe you can even simply dublicate the Automaton).
Also, I guess it's not an invisible or irremovable behavior, but some sort of bug. You removed the wander, then patched and the editor still thinks the Automaton has no wander ability, but somewhere in the game files it probably got it again (same bug for the behavior itself, it didn't acknowledge the changes).
If you want to be sure you can create a new map, place some Automatons on the map, remove the behavior from them and see if they still wander. If they do then it's not just some random-occuring bug but seems to be a more serious problem.
add it back, save, then remove it. If it doesnt work, re-make the unit.
Seems this behavior is now hardcored to the unit? I had units in my map that had this behavior, now they still have it, but it doesnt work. :/ Thanks o blizzard map goes to hell now.
edit: hmm... in new map file it works... but cant make it work again in the current file :/ Reseting unit to parent and then adding this behavior again do not work.
one of these units, cant even be reseted to parent anymore... it stays marked as green. :/
edit: Ok, managed to make it work again... dont know how. Seems it really some wierd bug. Cause i only repeated again same thing what i have done previously only that this time it worked O.o
Ah Jesus people! It's not hardcoded!
What do you do when Blizzard changed a couple of things and now something doesn't work?
You look at what they changed! Is it so hard to look at the Automaton and figure out what's wrong? It took me about 10 seconds -.-
Units don't need the wander behavior anymore. There is now an option in the "UI - Fidget" field that specifies the distance they move. If you set this to 0 - oh wonder - it doesn't move anymore.
Don't jump into conlusions so quickly - investigate first.
Why would Blizzard be so stupid and hardcode anything into the game which previously worked perfectly fine when it was softcoded..
Thanks, that did it.
Well, they could at least write something like that in the update notes. No idea why they implement that fidget stuff now when the wander behaviour worked fine. It's not easy to find it in between the hundreds of options. And then on the UI page...