I need a cure for ADHD to stop the critters.
Basically, I have a spell that summons critters (up to 11) for the enemy (don't ask why, I still need to test how effective this is). I need the critters to stay still but still attack-able. Note that there will be other spells that can move these critters.
Solution 1 (trying to avoid this):
- Have a separate location for each critter that keeps track of them. Order them constantly to move to that location.
- This is absolute hell when trying to code spells that can move them as I have to move their locs with them. In the worst cast scenario, I will do this.
Solution 2:
- Keep moving the critters to a location outside the map.
- I need to learn how to do this (don't know how).
- It might cause attacks to miss them, which would be bad.
Help would be appreciated. Thanks.
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I'm not sure, but I think if computer players own them they will not move.
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I gave the critters to the computer, but they keep moving.
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When i tried it, it worked. Maybe it was because i preplaced them. Maybe try preplacing them and move them when needed.
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That's interesting. Hrmm.
Still, I need them to be created via triggers as you need to be able to kill and recreate them.
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The cycling will cause attacks to miss.
At this rate, it looks like I'm going to have to use 11 individual locations to keep track of critters. It's just so...tedious trigger wise. It makes the least complex of my spells the most complex in coding.
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Yes, melee and ranged attacks must be able to hit them.
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Extend the dimensions and create a location there, then put the dimensions of the map back.
Just move unit action the critters to the location outside the map. I think you can still attack them.
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@ Morphling
I figured it out. Basically, critters on creation for a computer don't move. But once you attack them, they move once, then being their wandering AI. I need them attack-able, but to stand still while being attacked.
@ NerdyTerdy
I don't want a DT wall. That would screw with a ton of stuff on the map. That and gridding a DT wall would be near impossible. I'd need to use a coordinate grid to be accurate; mobile grids will screw up as I have air units.
@ Kaias
I'm hoping that moving a critter outside the map instead of to an un-placable area will cause attacks to NOT miss them. If this is the case...
Could you clarify this process? I tried making a 500x500 dimension location, then setting it back to 64x64 on the test map. I then moved the critter there, but it moved to a strange spot. I'm doing something wrong...
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Could you clarify this process? I tried making a 500x500 dimension location, then setting it back to 64x64 on the test map. I then moved the critter there, but it moved to a strange spot. I'm doing something wrong...
Just double click the location, and edit its coordinates so it is outside the map. And it will hit less than 50% of the time, unless you use a death count to slow the rate at which it is moved.
At that point, you might as well do the cycling, it won't cause attacks to miss, it will just cause the attacking units to lose their target temporarily.
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Losing the target equates to missing if the cycling is done fast enough.
Looks like I'll just have to do it the long and hard way; keep track of each individual critter (oh dear lord it's long as hell to trigger). It's that or I have to revamp the entire critter concept. Like, have the critters continuously follow your air unit pet. Which...might work, but severely limits its applications.
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If you just throw a death count timer in there, you can limit the ordering to like every half a second, and that would make it happen less.
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You could try telling them to patrol to a very small offset.
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@ Kaias
Just tried it. They still run after getting hit.
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Quote from name:NerdyTerdy
I just had an idea. Cycle through them with 1 location, by giving them to p9 after you cycle. Like this:
Conditions:
Enemy (whichever player this is) brings at least 1 critter to anywhere
Actions:
Move location labeled Critter (or whatever) on critter owned by enemy at anywhere.
Order critter at Critter to move to Critter
Give 1 critter at Critter to Player 9
Preserve
Then:
Conditions:
Enemy brings at most 0 critter to anywhere
Actions:
Give all critters owned by P9 at anywhere to Enemy
Preserve
What's wrong with this? It seems perfect.
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