Events
Unit - Any Unit Enters Spawn_P1
Local Variables
Conditions
Actions
Unit - Order (Triggering unit) to ( Move targeting (Random point in Despawn_P1)) (Replace Existing Orders)
I am using the above code to move units that enter a lane, to move to the despawn point of that respective lane. The problem however is that if there is massive amounts of units spawned, usually 2/3 units just stop about halve way, and refuse to move unless you manually move them along.
Is this a known thing or is there a fix for this, most likely i am just doing it wrong :)
Have the action give the order to all of the valid units in the region. I'm guessing that the problem is that if two units enter the region at the same time, the trigger only goes off once and only affects one of the units.
It's impossible for units to enter a region "at the same time", as events that happen at the same time will simply be queued and executed after each other (in high speed of course, so we don't notice it).
How many units are you moving there? If it's more than 1000 it might be the same illness WC3 was suffering from..
As a woraround you can make a new trigger that fires every 5 or so seconds.
As an action you add:
at most i was using 199 units at the same time, but if move all idle units, it will also try to move the worker, and its also highly dependant on which lane the units are, since they move from lane to lane, depending if they pass through a players maze or not.
The idle units idea, would mean a players primary builder, and some other units would also attempt to move, which is unwanted. And yes the units running need to be playing associated. I must admit its frustrating me quite a bit at this point, and is holding back any hope of actually ever releasing it :/
Its not in any rush, if you do have it, perhaps you could take a look, but i still feel like its something to do with buggy ai, i was using random points in a region, then i just switched to center of region since i know 100% its reachable but that also did not solve it :/
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Events
Unit - Any Unit Enters Spawn_P1
Local Variables
Conditions
Actions
Unit - Order (Triggering unit) to ( Move targeting (Random point in Despawn_P1)) (Replace Existing Orders)
I am using the above code to move units that enter a lane, to move to the despawn point of that respective lane. The problem however is that if there is massive amounts of units spawned, usually 2/3 units just stop about halve way, and refuse to move unless you manually move them along.
Is this a known thing or is there a fix for this, most likely i am just doing it wrong :)
I have the same problem with my td map, the same action worked just fine with wc3
@xxnxx: Go
Have the action give the order to all of the valid units in the region. I'm guessing that the problem is that if two units enter the region at the same time, the trigger only goes off once and only affects one of the units.
It's impossible for units to enter a region "at the same time", as events that happen at the same time will simply be queued and executed after each other (in high speed of course, so we don't notice it).
How many units are you moving there? If it's more than 1000 it might be the same illness WC3 was suffering from..
As a woraround you can make a new trigger that fires every 5 or so seconds.
As an action you add:
at most i was using 199 units at the same time, but if move all idle units, it will also try to move the worker, and its also highly dependant on which lane the units are, since they move from lane to lane, depending if they pass through a players maze or not.
Anyone else got any suggestions ?
The idle units idea, would mean a players primary builder, and some other units would also attempt to move, which is unwanted. And yes the units running need to be playing associated. I must admit its frustrating me quite a bit at this point, and is holding back any hope of actually ever releasing it :/
I've got a feeling the problem is deeper than the trigger you posted.
I suggest posting more triggers or posting the map.
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
seems unlikely, as this is the only trigger affecting units once they have spawned, due to me wanting to finish the movement core first....
I don't have Starcraft right now, so I can't help you right now...
Unless you post all your triggers.
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
Its not in any rush, if you do have it, perhaps you could take a look, but i still feel like its something to do with buggy ai, i was using random points in a region, then i just switched to center of region since i know 100% its reachable but that also did not solve it :/