Direct Damage
Dec 18 2008, 11:29 pm
By: JaFF  

Dec 20 2008, 10:27 pm JaFF Post #21



Quote from NudeRaider
Quote from JaFF
Odd, I tried creating a zergling under the marine and it didn't help. Maybe it has something to do with a zergling being less of a priority than a devouring one.
Lings have the highest priority for all ground units
Now that's something new for me. :P Tell me more about it if you're sure of your info please. I never used priority, so just made some basic assumptions (which may be wrong) and based everything off those.



None.

Dec 20 2008, 11:18 pm SelfPossessed Post #22



I used a Devouring One because it's a hero unit and won't unburrow accidentally (no built in AI). As long as you keep the burrowed Devouring Ones as the ONLY possible Scarab target all owned by the SAME player, the Scarabs SHOULD attack the closest Devouring One. This should eliminate any priority problems. That's the theory at least. Again, check the map I attached in my last post in this topic to confirm that it works.



None.

Dec 20 2008, 11:28 pm NudeRaider Post #23

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

Well I don't have much information about priorities. And even less reliable information.
The ling thing is basically the only unit I'm sure of since I noticed it in so many maps.

Other things I noticed is that air units prefer attacking units with air attack and spellcasters have the lowest priority (which is why sc allows so many micro maps / needs players with good micro skills in melee, as just a-click send units isn't very effective). But I think that's common knowledge anyway.

Also the computer does not cast certain spells, like mc or broodlings, on hero units.
I am also under the impression that hero units in general have lower attack priorities than their non-hero counterparts.
Marines also seem to have a high priority, which leads me to believe that cheaper units normally have higher priorities.




Dec 20 2008, 11:31 pm SelfPossessed Post #24



NudeRaider, normal unit priority is thrown out the window here because we don't know how Random Suicide AI Script actually works. For example, a Random Suicided Scarab will NOT target a P9-11 burrowed unit even if it has vision and is unallied. Other units owned by the same computer player will though. Then there's how sometimes the Scarab attacked a Marine ALL THE WAY ACROSS THE MAP owned by P2 instead of the closer one owned by P1. It is unallied to both players and has vision of both.

I also updated my post on Direct Damage with the new information that was posted here.



None.

Dec 21 2008, 2:51 pm JaFF Post #25



The map.

OK, I've checked out your map and edited my version (replaced the ling with a devouring one) and it worked. One thing I've noticed is that in this map, Jimmy doesen't run away when he is damaged, even though I didn't give any motion-stopping orders to him. I have a feeling that it has something to do with the scarab getting moved twice...



None.

Dec 23 2008, 1:59 am Generalpie Post #26

Staredit Puckwork

Quote from JaFF
My test map

I want to use the concept in my map, but I stumbled into a problem. Of course, I tried asking the creator himself, but he doesen't seem to be active, so I turn to the community for assistance.

My problem is that it doesen't always deal damage (about 50% of the cases), where as the original concept map by SelfPossesed forks perfectly. In my test map, you deal 20 damage to Jim by swarming anywhere. It seems that, in a nutshell, I copied everything he does, but something is wrong.

I hope I'm not the only one that was playing around with this wonderful concept. Any help would be greatly appreciated. Thanks.

Original topic.

your not the only one. im still trying to figure out a new way of using scarabs. though i like the concept stated.
maybe its the unit health and defence stats? maybe its the scarabs themselves?



None.

Dec 23 2008, 2:08 am Ahli Post #27

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

what I know about this and which knowledge is used in the ums chat topic about this:
the random suicide mission ai script:
1. choses an enemy player to be the victim
2. units attack the nearest unit of that player around




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