Okay so, picture if you will.
3 Invincible ghosts on one end With a building and a trigger.
On the other end there is a trigger that spawns a zergling every 20seconds.
Conditions: Always
Actions: All units owned by player 8 at "Mainspawn" Attack to "Castle"
Problem: the retarded lings run away as soon as attacked by the ghosts
Restraints: Ghosts must be invincible (building is not), lings must attack, there are 6 other humans on map so you can't run AI suicide.
Attempts: I tried patrol and move but they still retreat as soon as attack by ghosts. I tried a few AI scripts as well.
If you got an suggestions hook me up
None.

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
Lings can attack quite fast, so ordering them nearly every trigger cycle with hypertriggers won't mess up the attack.
Or make the HP of the castle being a bunker... then the lings should attack the attackable bunker.
so the solution is hyper trigger Or bunker? I vote hyper trigger!!!! I will let you know if it works O.o
But first food!
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
If you can go for a bunker then by all means do it.
Patrol ordering the lings every 2-3 hyper trigger cycles makes them stutter a llittle, especially when under heavy fire. You should consider this the emergency plan.
does the bunker have to have anything in it O.o
Edit: Yes there does lol. Hyper triggers it is.. So all I have to do, is at the top of the "player8" trigger list a hyper trigger and it works for it all
Example:
Condition: ALways
Action: Wait(0) lots of times
Preserve Trigger
Trigger2: etc etc
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
correct.
You need 3 triggers full of waits for any player or player group.
The best option would probably be to figure out how many trigger loops run during a ghost's attack delay and spam orders for the lings to attack the position every that many trigger loops.
Also, if you give the lings a way to vision the target that they want to attack, they have a less chance of flinching and wanting to run away.
None.
My problem with the hyper trigger is when everyone gets to the said attack point, they freeze, attack, freeze, attack and freeze...and lings just freeze. got any tips for that one O.o
None.
Why must the ghosts be invincible?
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
My problem with the hyper trigger is when everyone gets to the said attack point, they freeze, attack, freeze, attack and freeze...and lings just freeze. got any tips for that one O.o
Patrol ordering the lings every 2-3 hyper trigger cycles makes them stutter [only] a little