Hey, I've already got the move orders for the larva, using Set generic command target and Make these units patrol and it works perfectly. However, I want an extra feature where all the larva destroy anything they touch. Since the players have a lot of stuff, it wouldn't be practical to constantly check everyone's units because it would deselect them. So I did it the other way around, I constantly gave the larva to p9, centered the kill location, and gave the larva back and this works fine. But....something strange happens as well: when I give the larva to p9, the larva somehow lose their moving orders and return to where they started until p8 retains control of the larva, in which they will continue to move where they're supposed to go, until they're given to p9 again.. I thought if you gave an order to a unit, it would retain it even if given to another player. Who knows the answer to this???
None.
Are you only using one larva, or more than one?
If it's just one, have the location constantly centered on it.
If there are more than one larva on the map, I don't know of any answers to your problem. Sorry.
None.
Yes, it's far more than 1 larva
I should add that I'm using 7 humans and 1 comp. Maybe I could make it 2 comps so I could switch the larva back and forth and still be able to execute ai scripts
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
I think the problem is that you give a unit with an AI applied to P9 which is not capable of executing an AI.
If that's the case then using 2 comps should fix it.
EDIT: It works perfectly now!
EDIT again: Ugh, more problems. I've given p8 and p7 both the same moving orders using the ai scripts, but when the larvae are given to p7, they kind of go back to where they started, but they continue to move to their destination after a second or 2. I tried splitting up the giving zone into 3 parts to speed up the process, but it turned out to just make the larva go back and forth..
Post has been edited 1 time(s), last time on Jan 1 2010, 9:02 pm by Kimaru.
None.
A second or two?
Either you're not using hyper triggers (in which case, you should), or you're detecting a lot of larva (between twelve and thirty, I'm guessing). You're smart enough to know about AI scripts, so I'm gonna assume it's the second problem.
Try re-applying the AI scripts on P7 after they receive a larva. (That is, in the exact same trigger where P7 gets a larva, and immediately after they get a larva, re-execute the needed AI scripts.)
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I already re-execute the scripts in the same trigger the larvae are given, but I forgot to give this piece of information if it helps: There are 6 lanes the larvae travel through. They're divided into 3 parts (3 locations) so that the giving transactions can cycle through faster. In the same trigger as the transactions, I have: "Run AI Script - generic command target at 1e, make units patrol at 1" "wait 50 milliseconds" "Run AI Script - generic command target at 2e, make units patrol at 2". I don't know if the wait is interfering or anything..
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
Maybe you are suffering from wait blocks? 3 Lanes = 3 triggers with wait in it? If yes, then that's the problem. Use death counters instead.
...Lanes?
Uh... If it doesn't turn out to be a wait block and you still need help, can you post a screenshot of the system?
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Here is the map...hopefully this can be fixed..
Attachments:
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I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
Maybe simply move the larvas away without a script. They should move and try to return from where they spawned (their hatchery).
An example is the map called chicken defense.
But you would need to change your map layout.