Defense spawn bug

animechan

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when i firstly got frozen throne to play i gave some reign of chaos td maps a try and found out that the monsters walked like half of the pathway they were meant to and go back to the spawn point
i started making a td map and im having the same problem
its just like there is a cycle trigger that orders the monsters to go back to the spawn point every, like, 30 seconds
no matter what were they doing, attacking, getting attacked, walking, destroying a gate
i tried many things already, walk into region and order the triggering units, add units in group and order them at all, ok, they have the same effect, but they still go back to the spawn point(that is, a region)
there are no triggers that orders them to go back, they just do it out of nothing
i found it weird because i tried a RoC map in FT and thought that the non-exp -> exp possible caused the bug, but now im using only exp stuff and having that problem, and im making the map from scratch
thanks for anyone willing to help >_<
 

jimchu

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Make sure that none of the paths are plugged(blocked). Otherwise, just keep changing little things on the triggers until you find the solution. If you still cant find it, post the map here, and ill figure it out.
 

animechan

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here is the map
watch the monsters reach the last region (target) and wait a bit, they start to go back to the spawn region, but they cant (cause the middle regions orders them to continue with their work)
also, while doing what they were ordered to, they also start to go back to the spawn region
and, thanks again
 
K

Keiichi

animechan,

I download your map and couldn't find the cause to this bug, everything is alright.

I don't have any idea what could cause it.

If anyone knows something about it, post, please!

Now i'm curious about it too. :D

See ya.
 

Garthrs

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I got your map and I'mm looking at your triggers... Hard to tell exactly want you want to happen... Give me a play-by-play of exactly what is supposed to happen so I can help you out..
 

animechan

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i want that the monsters go walking and reach the target region, if theres a gate in the middle of the path, attack the gate then continue with the objective, with units attacking, attack the units, then proceed
just that
the thing is that the monsters keep going back to the first region and theres no trigger ordering them to do that :/
thanks for helping ^^
 
K

Keiichi

I've seen some stuck fix trigger on another map, but it doesn't worked on this.

It's evil :lucifer

O_O
 

animechan

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could you post the map or tell me how you did so they dont backtrack? @_@
im pretty curious about it
 

Garthrs

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Flooded at work. While you wait, try adding a region at every point where creeps change direction. Also change the gate to a player owned unit, so the creeps will attack it. Also make sure you have their aquisition range above 0 and attacks enabled. Sorry for the delay.
 

animechan

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well
i couldnt find where i change the gates to a player
acquisition range is ok, not 0
also if i could create a lot of regions on every spot that creeps change direction it wouldnt work so well cause im gonna add more things on that map
there are gonna be units and such and probably the creeps arent going to go back to the first region at the same and exact place they did before because the units would take them to 'randomly' places every time a new game is started
also when the creeps reach their target they stop, but as soon that 'bizarre timer that makes them go back' triggers, they start to walk back +_+
im curious on how you did it, post it when you can please ^^
and thanks for everything, really
 
K

Keiichi

The gate is a DOODAD, cant set it to player owned unit... Not that I know, of course.

If there is a way, tell us.

Thanks for the attention.
 

Garthrs

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North1
Events
Unit - A unit enters SNorth 1 <gen>
Conditions
((Triggering unit) is in (Units owned by Neutral Hostile)) Equal to True
((Triggering unit) is A flying unit) Equal to False
Actions
Unit Group - Add (Triggering unit) to northunitgroup
Unit Group - Pick every unit in northunitgroup and do (Unit - Order (Picked unit) to Attack-Move To (Center of SNorth 2 <gen>))

No problems

North2
Events
Unit - A unit enters SNorth 2 <gen>
Conditions
((Triggering unit) is in (Units owned by Neutral Hostile)) Equal to True
((Triggering unit) is A flying unit) Equal to False
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Massive Ruined Gate (Horizontal) 0000 <gen> is dead) Equal to True
Then - Actions
Unit - Order (Triggering unit) to Attack-Move To (Center of SNorth 3 <gen>)
Unit Group - Pick every unit in northunitgroup and do (Unit - Order (Picked unit) to Attack-Move To (Center of SNorth 3 <gen>))
Else - Actions
Unit - Order (Triggering unit) to Attack Massive Ruined Gate (Vertical) 0001 <gen>
Unit Group - Pick every unit in northunitgroup and do (Unit - Order (Picked unit) to Attack Massive Ruined Gate (Horizontal) 0000 <gen>)

No problem Just retargeted gates

North3
Events
Unit - A unit enters SNorth 3 <gen>
Conditions
((Triggering unit) is in (Units owned by Neutral Hostile)) Equal to True
((Triggering unit) is A flying unit) Equal to False
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Massive Ruined Gate (Vertical) 0001 <gen> is dead) Equal to True
Then - Actions
Unit - Order (Triggering unit) to Attack-Move To (Center of SNorth 3 <gen>)
Unit Group - Pick every unit in northunitgroup and do (Unit - Order (Picked unit) to Move To (Center of Target <gen>))
Else - Actions
Unit - Order (Triggering unit) to Attack Massive Ruined Gate (Vertical) 0001 <gen>
Unit Group - Pick every unit in northunitgroup and do (Unit - Order (Picked unit) to Attack Massive Ruined Gate (Vertical) 0001 <gen>)


No problem Just retargeted gates

NorthGate 1 Fall
Events
Destructible - Massive Ruined Gate (Horizontal) 0000 <gen> dies
Conditions
Actions
Unit Group - Pick every unit in northunitgroup and do (Unit - Order (Picked unit) to Attack-Move To (Center of SNorth 3 <gen>))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Massive Ruined Gate (Horizontal) 0000 <gen> is dead) Equal to True
Then - Actions
Unit - Order (Triggering unit) to Attack-Move To (Center of SNorth 3 <gen>)
Else - Actions
Unit - Order (Triggering unit) to Attack Massive Ruined Gate (Horizontal) 0000 <gen>
Unit Group - Pick every unit in northunitgroup and do (Unit - Order (Picked unit) to Attack Massive Ruined Gate (Horizontal) 0000 <gen>)

Rewrote it see bottom

NorthGate 2 Fall
Events
Destructible - Massive Ruined Gate (Vertical) 0001 <gen> dies
Conditions
Actions
Unit Group - Pick every unit in northunitgroup and do (Unit - Order (Picked unit) to Attack-Move To (Center of Target <gen>))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Massive Ruined Gate (Horizontal) 0000 <gen> is dead) Equal to True
Then - Actions
Unit - Order (Triggering unit) to Attack-Move To (Center of SNorth 3 <gen>)
Else - Actions
Unit - Order (Triggering unit) to Attack Massive Ruined Gate (Vertical) 0001 <gen>
Unit Group - Pick every unit in northunitgroup and do (Unit - Order (Picked unit) to Attack Massive Ruined Gate (Vertical) 0001 <gen>)

Rewrote it see bottom

Ok The only changes I made where retargeting the gates in triggers that specifically targeted them. However, I could not keep the creeps from retreating. I did notice something though, NorthGate 1 and 2 Fall triggers... You need to scrap them and rewrite them like this..

NorthGate 1 Fall A
Events
Destructible - Massive Ruined Gate (Horizontal) 0000 <gen> dies
Conditions
Actions
Unit Group - Pick every unit in northunitgroup and do (Unit - Order (Picked unit) to Attack-Move To (Center of SNorth 3 <gen>))

NorthGate 2 Fall A
Events
Destructible - Massive Ruined Gate (Vertical) 0001 <gen> dies
Conditions
Actions
Unit Group - Pick every unit in northunitgroup and do (Unit - Order (Picked unit) to Attack-Move To (Center of Target <gen>))

You do not need the if then trigger, cause if the gate was not dead, the trigger wouldn't even fire... Get it?

Try using the changes I made and see how you like it... I posted the altered map..

For the life of me I can not see what is causing the retreat... Remake the map and rewrite the triggers... Maybe its a left over from a trigger you deleted...

Also Gates are targeted as debris so make sure all creeps are allowed to target debris...
 

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