My version of the editor is in french, so are the triggers,
Long story short i dont quite understand your triggers since their not the same language.
I feel tough like the units are getting the order to attack, only the location at wich they attack is not being updated. Hence why you feel like they go idle.
Also it would explain why the anti-idle trigger didnt work while it should of.
I guess if you order a unit to move to a location where it already is, it doesnt move, but thats yet to be confirmed.
Ce que j'aimerais faire, c'est créer des 10 zerglings pour chaque joueur. Chaque groupe doit attaquer chaque roi. Si le roi se déplace, puis les Zerglings doivent mettre à jour.
Bump: I've got it working now so that they attack the leader correctly, but they are still ignoring intervening units unless the units directly block their path.
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So, I have this trigger:
Unit - Create 10 Zergling for player 15 at Enemy Spawn using default facing (Ignore Placement)
Unit Group - Add all units in (Last created units) to Unit Group 1
Unit - Order all units in Unit Group 1 to ( Attack targeting Leader Array[(Picked player)]) (Replace Existing Orders)
It works great up until the Leader unit walks away, at which point the zerglings just hang around at his previous location.
I tried adding this:
Trigger - Add (Actions) to the action queue
Actions
Unit - Order all units in Unit Group 1 to ( Attack targeting Leader Array[(Picked player)]) (After Existing Orders)
But it didn't work.
Related issue: The Zerglings don't acquire other hostile units on the way unless they get REALLY close (range 3 or so)
You can make a new trigger to call if a unit becomes idle:
@Barricader0: Go
Unfortunately, a global anti-idle doesn't fix the problem. They still ignore any unit that isn't the Leader.
@nytemare3701: Go
My version of the editor is in french, so are the triggers,
Long story short i dont quite understand your triggers since their not the same language.
I feel tough like the units are getting the order to attack, only the location at wich they attack is not being updated. Hence why you feel like they go idle.
Also it would explain why the anti-idle trigger didnt work while it should of.
I guess if you order a unit to move to a location where it already is, it doesnt move, but thats yet to be confirmed.
@StonedMapster: Go
Ce que j'aimerais faire, c'est créer des 10 zerglings pour chaque joueur. Chaque groupe doit attaquer chaque roi. Si le roi se déplace, puis les Zerglings doivent mettre à jour.
Bump: I've got it working now so that they attack the leader correctly, but they are still ignoring intervening units unless the units directly block their path.