My problem with this Order is that it acts like targeting Point unless the target Unit is permanently revealed.
I'm looking for a way to "order" up to 1000 Units to chase a target Unit until either the Chaser is destroyed, the target is destroyed or new orders are received. Of course, without the need to reveal the target permanently or hogging the cpu completely. All I can think of are some fancy ways, that would work probably but also completely overkill the cpu with that amount of Units to order... Hope you have some better Ideas than me!
@MaskedImposter: Go Unfortunately this is exactly what I want to avoid.
@FunkyUserName: Go I created some Dummy Weapon with the following settings, however this just causes units carrying the weapon to stop every few seconds.
why every few seconds, let it have a long phase and why do they stop? my units never stop, they maybe suddenly switch the target but they wont stop. did you change the Game settings with leash radius etc?
I don't know why they stop, but it's obviously related to the dummy weapon, because they don't behave like this without it. I guess they stop because they want to use the Weapon or similar. Could you post me the Values of your dummy Weapon? I didn't change any leash radius.
Instead of changing the range, change the minimum scan range and have the range same as the range of the unit's weapon. The difference between the two is that the scan range is how close an enemy needs to be for the unit to engage the enemy, aka run over to it to get in range. The range is merely the maximum distance it can be from something and still successfully attack it. That's why often you'll see the scan range just a tad bit lower than the range.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
My problem with this Order is that it acts like targeting Point unless the target Unit is permanently revealed.
I'm looking for a way to "order" up to 1000 Units to chase a target Unit until either the Chaser is destroyed, the target is destroyed or new orders are received. Of course, without the need to reveal the target permanently or hogging the cpu completely. All I can think of are some fancy ways, that would work probably but also completely overkill the cpu with that amount of Units to order... Hope you have some better Ideas than me!
Not entirely sure if this is what you're looking for but...
You can issue targeting point, then set the point to position of unit. You could then reissue this command every 5 or so seconds.
@Labingo: Go
use a weapon without shared cooldown having a long range. this weapon will issue order the unit to move to the target.
@MaskedImposter: Go Unfortunately this is exactly what I want to avoid.
@FunkyUserName: Go I created some Dummy Weapon with the following settings, however this just causes units carrying the weapon to stop every few seconds.
[http://www.imageupload.co.uk/images/2014/08/18/weapon.png]
@Labingo: Go
why every few seconds, let it have a long phase and why do they stop? my units never stop, they maybe suddenly switch the target but they wont stop. did you change the Game settings with leash radius etc?
I don't know why they stop, but it's obviously related to the dummy weapon, because they don't behave like this without it. I guess they stop because they want to use the Weapon or similar. Could you post me the Values of your dummy Weapon? I didn't change any leash radius.
@Labingo: Go
Instead of changing the range, change the minimum scan range and have the range same as the range of the unit's weapon. The difference between the two is that the scan range is how close an enemy needs to be for the unit to engage the enemy, aka run over to it to get in range. The range is merely the maximum distance it can be from something and still successfully attack it. That's why often you'll see the scan range just a tad bit lower than the range.