It also might have a wander behavior check the behavior tabs and remove behaviors of type wander. If your going to use a different unit and just remodel it don't use civilians because they definitely have a wander behavior.
Hey, I checked this out cause for me it seemed the most simple thing to do (to manage for my I.Q. :P and it didn't have a wander behavior. However I added the Wander on a Leash (short) behavior and that did the trick to keep it in bound, ty all!
A part of this map provides an periodic spawned Automaton that you can use to go to certain beacons which in exchange for a certain amount of minerals will destroy the automaton and spawn you a desired unit you paid for at your home base.
The only problem that comes along with this is that the Automaton's move by themself, sometimes into a beacon, destroying them and spawning a certain unit you didn't want to have.
What do I need in the data editor to make sure that the Automaton cannot move by themselves, but can still move to a certain point that you ordered them to move to?
0
Hey, I checked this out cause for me it seemed the most simple thing to do (to manage for my I.Q. :P and it didn't have a wander behavior. However I added the Wander on a Leash (short) behavior and that did the trick to keep it in bound, ty all!
0
Hey all, I'm working on a map.
A part of this map provides an periodic spawned Automaton that you can use to go to certain beacons which in exchange for a certain amount of minerals will destroy the automaton and spawn you a desired unit you paid for at your home base.
The only problem that comes along with this is that the Automaton's move by themself, sometimes into a beacon, destroying them and spawning a certain unit you didn't want to have.
What do I need in the data editor to make sure that the Automaton cannot move by themselves, but can still move to a certain point that you ordered them to move to?