Something I noticed and never got around to asking: you know how if you use the trigger action "order" to make units attack from point A to point B, sometimes they just act plain stupid and pass by hostile units without attacking them? Well that never (at least as far as I can recall) happens when I select units manually in-game, click the "attack" command and then a location somewhere. Now, the "patrol" order accomplishes this just fine, that is, the units act less stupid, but say I have a buttload of units that I don't want walking back to their spawn destination, and I don't want them to act stupid either on their way to the attack location. Does anyone know if there's an AI script or something that can accomplish this? I mean, the human interface-attack-command works fine, so why can't the AI, you know? And I am also talking about a genuine fix, not just something like "oh just center a location on the units every few seconds and issue the patrol order again, that way they won't walk back." I suppose it's not that big a problem really, but maybe one worth thinking about? -Thanks
None.
The closest thing I could think of: If you want the units to attack-move to point A without glitches, you can give them a Patrol order to point A and constantly order all units at point A to attack to point A. (eg. Issue order to all <whatever> owned by <player> at <location>: Attack to <location>; Preserve Trigger.)
None.
I don't mean to be mean, TZ, but
And I am also talking about a genuine fix, not just something like "oh just center a location on the units every few seconds and issue the patrol order again, that way they won't walk back."
That wasn't the kind of reply I was looking for. A for effort anyway? lol
None.
Patrol works like the human command 'Attack to', except that they also patrol back. Attack order makes them run to wherever they were ordered to and attack only if they can't get there. This is how most defenses work, where the units run to the end and only attack if they are 'Walled'. Move does just that.
Unfortunately, I don't know of any AI script that works like Attack to and scrolling through the list I don't see any that look like it.
None.
SDE, BWAPI owner, hacker.
Using an AI Script (must be computer player)
Set Generic Command Target, and Make These Units Patrol
Using alternative player type
Change the owner for the computer player to occupied(human) so that it will not follow AI directives.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
There is really no fix for that.
The best you can do have you already mentioned: Order them to patrol again when they arrived at their destination.
Teleporting cancels orders too btw., so you could teleport them onto themselves.
But there's really no command that equals the a-click command.
And nothing can be done about it?
None.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
And nothing can be done about it?
Yes, but I'm not gonna tell you.
What about "AI Harass Here" AI Script? Could that possibly work?
None.
SDE, BWAPI owner, hacker.
I don't think that's even a script. Vrael, did you even try my two suggestions?
That is a script, but AI scripts aren't going to do it, TZ's way is the only real solution, just have them patrol and then order them to attack once they get there.
None.
SDE, BWAPI owner, hacker.
Seems I've been getting rusty.
Anyway, the best solution that I could think of(AND test) is the owning player solution. Modify the owner of the computer to 0x02(occupied). It will act as a dummy player. The slot won't show in the game lobby, but it will still allow you to start the game with only one human player. The order to attack location acts like a regular attack move instead of the Computer's broken attack move, and the player doesn't follow any extra hardcoded "Computer player" instructions.