Swedishmeat07
12 years ago
Hi all! I just wanted some help with my single player map.
I have maked an enemy team and they are scripted to hunt directly after the team are built by the AI, And rebuild after they are 100% destroyed.

Now my problem is, when the are set to hunt, they constantly get stuck into cliffs and areas where the they think they can go. At the same time they trying to move past the cliff, an extremely annoying lag comes to life.
It starts to lag until the units are destroyed.

Any ideas how to fix this?
Is there any way to prevent the enemy units to try climb the cliffs?

Sorry about my english.
Thank you! 🙂   Cnc Retarded Units.png (2,449kb) downloaded 22 time(s).
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i^love^mixery
12 years ago
If you want to set them to hunt directly, then you will have to adapt the map accordingly.

You can't use a giant cliff to split a map into two pieces directly. You always have to keep a path in the midle, so units won't get stuck.

Even some EA maps will cause a huge amount of lag, for example if you play Twilight Flame and set the enemy and the player position so that they are seperated by the cliff. Same with Death Valley.
Swedishmeat07
12 years ago

Hm, thats wierd. Is there any way to make the AI follow a path after construction and THEN, attack anything in a specific area?

Thank you for quick reply! 🙂
Gameanater
12 years ago
I think you can have the units Attack Move on a few waypoints, having them Attack move on teh next waypoint by scripting it with the Area things (If the team enters Are Named 'Bridge2entrance' THEN team uses specialability AttackMove on waypoint 'AttackMove3'). And when they reach a specific Area, use the Hunt command.
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.