Help with Idle Humans Please

I want to make a level, where humans are spawned VIA referee.
I want have the humans do nothing, until I command them.
To spice things up, the humans, are shamans, warlocks, and witches with their alliance changed, and they all have canCast and findFriends in their APIs.
Is it possible to make them sit around doing nothing, until I command them?
Yes, I know how to command shamans, witches, and warlocks
I added shaman, witch, and warlock into programming.commands, and I made a wave called friendlies, that starts 30 seconds in.
It spawns human warlocks, witches, and shamans.
Can I make them sit around and do nothing until commanded?
I saw this in summit’s gate, and I saw the cause.

for human in @world.thangs when human.team is 'humans' and human isnt @hero and human.health > 0
      human.commander = @hero

I deleted the human.pos.x part, because I want all humans to be idle until commanded.
Level is called Burning Sands.
Editor here.

Please help me.
@Chaboi_3000

Ref Code Here:

{
  setUpLevel: ->
    @patrolOrder = [
      [@rectangles.left, @points.NW]
      [@rectangles.bottom, @points.SW]
      [@rectangles.right, @points.SE]
      [@rectangles.top, @points.NE]
    ]
  
  controlOgres: (ogres) ->
    for ogre in ogres when ogre.action is 'idle' or ogre.targetPos
      if ogre.canSee @hero
        ogre.attack @hero
      else if ogre.action is 'idle' or ogre.distanceSquared(ogre.targetPos) < 25
        # Cycle around counter-clockwise.
        matched = false
        for [rect, edgePoint], i in @patrolOrder
          if rect.containsPoint ogre.pos
            matched = true
            break
        if matched
          [nextRect, nextEdgePoint] = @patrolOrder[(i + 1) % @patrolOrder.length]
          targetPos = nextEdgePoint.copy().add(x: @world.rand.randf2(-8, 8), y: @world.rand.randf2(-8, 8))
          ogre.move targetPos
        else
          ogre.move @hero.pos
    for ogre in ogres when (ogre.action is 'attack' and ogre.target is @hero) or ogre.action is 'move'
      # Attack the nearest enemy we can see (might be different than the hero we can't see)
      enemy = ogre.getNearestEnemy()
      if enemy
        ogre.attack enemy

  controlHumans: (humans) ->
    for human in @world.thangs when human.team is 'humans' and human.pos.x < 24 and human isnt @hero and human.health > 0
        human.commander = @hero
  setUpLevel: ->
    @patrolOrder = [
      [@rectangles.left, @points.NW]
      [@rectangles.bottom, @points.SW]
      [@rectangles.right, @points.SE]
      [@rectangles.top, @points.NE]
    ]
  
  controlOgres: (ogres) ->
    for ogre in ogres when ogre.action is 'idle' or ogre.targetPos
      if ogre.canSee @hero
        ogre.attack @hero
      else if ogre.action is 'idle' or ogre.distanceSquared(ogre.targetPos) < 25
        # Cycle around counter-clockwise.
        matched = false
        for [rect, edgePoint], i in @patrolOrder
          if rect.containsPoint ogre.pos
            matched = true
            break
        if matched
          [nextRect, nextEdgePoint] = @patrolOrder[(i + 1) % @patrolOrder.length]
          targetPos = nextEdgePoint.copy().add(x: @world.rand.randf2(-8, 8), y: @world.rand.randf2(-8, 8))
          ogre.move targetPos
        else
          ogre.move @hero.pos
    for ogre in ogres when (ogre.action is 'attack' and ogre.target is @hero) or ogre.action is 'move'
      # Attack the nearest enemy we can see (might be different than the hero we can't see)
      enemy = ogre.getNearestEnemy()
      if enemy
        ogre.attack enemy

  onFirstFrame: ->
    if @hero.buildXY
      @hero.oBuildXY = @hero.buildXY
      @hero.buildXY = (toBuild, x, y) =>
        if toBuild in ["fence", "fire-trap", "decoy", "arrow-tower"]
          @hero.say(@icontext.wrong)
        else
          @hero.oBuildXY(toBuild, x, y)
}
  onFirstFrame: ->
    if @hero.buildXY
      @hero.oBuildXY = @hero.buildXY
      @hero.buildXY = (toBuild, x, y) =>
        if toBuild in ["fence", "fire-trap", "decoy", "arrow-tower"]
          @hero.say(@icontext.wrong)
        else
          @hero.oBuildXY(toBuild, x, y)

NVM I solved it.
20 chars

Its working, but I have a wizard.
I summoned burls and skellys and they r idle.
Can I make sure the idle humans aren burls or skellys?

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