#npc_dota_creature slowed on spawn, but only 50% of the time?

1 messages · Page 1 of 1 (latest)

rare violet
#

My waves of monsters sometime spawn with a slow on them (about 50% of the time). I've seen this issue with using the lane creep baseclass, but I haven't seen it with 'npc_dota_creature' before now. Any idea how to fix this?

fading warren
#

How long is the slow on them? (Forever?)
Are there modifiers on them? (maybe use dota_modifier_dump)

golden idol
#

try MODIFIER_PROPERTY_MOVESPEED_ABSOLUTE_MIN , I had the same problem, I think SetInitialGoalEntity or something you are using sets the same time to cover each path segment, thus changing the speed. I don`t remember if it helped me, but now I use DOTA_UNIT_ORDER_MOVE_TO_POSITION

rare violet
#

I only have the one path_corner, so that would explain it. ty!

rare violet
#

Damn, that didn't fix the problem.

gritty mantle
#

If you are using SetInitialWaypoint or something like that for path corners it caused by valve hardcoded movespeed cap for line creeps that bypass all movespeed speed math.
You have two options:

  1. Implement your own movement logic (this will also fix bug with silent fail of SetInitialWaypoint if unit can't execute attack ground order because of stun or something else)
  2. CDOTABaseGameMode:DisableClumpingBehaviorByDefault (no idea if it still works)
rare violet
#

Nice!