I have several projects going right now and I am having the same issue come up with each project regarding the movement triggers and killing triggers for computer units. Take this simple trigger...
In the above trigger, the units will move fine. At least for the first or second move, then a few might start stalling and get left behind. On top of that, I have another trigger set up to kill the unit once they reach the last location (enemy dies). However, most of the time one or two will get left behind and become idle right in front of the last location.
It's my understanding that the units do these things because of the separation radius of units (or collision) which is preventing all units from reaching the location. When the unit fails to reach the location it just stops and becomes idle. I can actually see units stopping and waiting to enter a location, only to give up and just stop short of said location, thus becoming idle.
How do I fix this? I have tried removing and/or lowering collision and separation radius of all units but the issue still occurs.
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Try using The replace existing order setting on the order rather then After Existing Order
Secondly what is with
Unit - Any Unit Enters Player 1 Enemy Spawn
What is this region your specifying it looks like the "1" is an index is this a region array?
Secondly Alot of stuff will effect the units orders while pathing it would be better to have a trigger for each point
such as
Unit - Any Unit Enters Player 1 Enemy Spawn
Unit - Order (Triggering unit) to ( Move targeting (Center of Player 1 Enemy 1)) (Replacing Existing Orders)
Unit - Any Unit Enters Center of Player 1 Enemy 1
Unit - Order (Triggering unit) to ( Move targeting (Center of Player 1 Enemy 2)) (Replacing Existing Orders)
Also you should really set the custom value of the unit = the last trigger/region they were given thier orders from
I really do believe your referencing the regions in correctly as well if you want more help post a screen shot of the actually drigger from GE not the script
I have several projects going right now and I am having the same issue come up with each project regarding the movement triggers and killing triggers for computer units. Take this simple trigger...
In the above trigger, the units will move fine. At least for the first or second move, then a few might start stalling and get left behind. On top of that, I have another trigger set up to kill the unit once they reach the last location (enemy dies). However, most of the time one or two will get left behind and become idle right in front of the last location.
It's my understanding that the units do these things because of the separation radius of units (or collision) which is preventing all units from reaching the location. When the unit fails to reach the location it just stops and becomes idle. I can actually see units stopping and waiting to enter a location, only to give up and just stop short of said location, thus becoming idle.
How do I fix this? I have tried removing and/or lowering collision and separation radius of all units but the issue still occurs.
Try using The replace existing order setting on the order rather then After Existing Order
Secondly what is with
Unit - Any Unit Enters Player 1 Enemy Spawn
What is this region your specifying it looks like the "1" is an index is this a region array?
Secondly Alot of stuff will effect the units orders while pathing it would be better to have a trigger for each point such as
Unit - Any Unit Enters Player 1 Enemy Spawn Unit - Order (Triggering unit) to ( Move targeting (Center of Player 1 Enemy 1)) (Replacing Existing Orders)
Unit - Any Unit Enters Center of Player 1 Enemy 1 Unit - Order (Triggering unit) to ( Move targeting (Center of Player 1 Enemy 2)) (Replacing Existing Orders)
Also you should really set the custom value of the unit = the last trigger/region they were given thier orders from
I really do believe your referencing the regions in correctly as well if you want more help post a screen shot of the actually drigger from GE not the script