Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Firebat Attacks a Certain Unit
Firebat Attacks a Certain Unit
Mar 15 2009, 10:51 pm
By: InvisibleDerek  

Mar 15 2009, 10:51 pm InvisibleDerek Post #1



Ok so I want a firebat to attack a unit but I have several other firebats and they just go out of place and attack the same unit

for example

x=Unit
O= firebat

____O_______O
____x________x
_x_______x
_O______O

if you get what that means. Im trying to have each firebat attack its own unit "x"

Im making a map where you have to like dodge the firebats splashes but what is happening is that the firebats move out of course and they all go for one of the units.
I want them to like hold position so they only attack the unit they are supposed to attack
So if anyone Knows how to do so that would be helpful



None.

Mar 15 2009, 11:00 pm Roy Post #2

An artist's depiction of an Extended Unit Death

You could put each Firebat into a cloaked/removed bunker. Tutorial.

Quote
Condition:
- Current player brings at least 1 Bunker to "Location Bunker Converter"
- Current Player brings exactly 0 Marines/Firebats/Ghosts to "Location Bunker Converter" (this is why the location bunker converter should be at least 3x2 .. i'd say 3x2.5 if you have SCMDraft or Starforge...)
Action:
- Set Doodad State - Set Doodad state "Disabled" for "Bunkers" owned by Current player at "Location Bunker Converter"
- **Remove at location - remove 1 "stacked building" at "Location of Stacked Buildings"
- **Move unit - Move 1 "bunker" at "Location Bunker Converter" to "Location of Stacked Buildings"
- Move Unit - Move SCV from "Location SCV aside" to "Location Bunker Converter"
- Preserve Trigger
This would be the trigger of interest.

Your goal would be to cut off the Firebat's ability to maneuver. Any method accomplishing this would solve your dilemma.




Mar 15 2009, 11:01 pm InvisibleDerek Post #3



that wont work because then the person can just walk right thru the bunker to the other side...

edit- I've seen it done where a firebat would just stand still and attack a unit without moving to another location...



None.

Mar 15 2009, 11:07 pm Roy Post #4

An artist's depiction of an Extended Unit Death

Quote from Roy
Your goal would be to cut off the Firebat's ability to maneuver. Any method accomplishing this would solve your dilemma.
You could put Psi Emitters (or another 1x1-sized unit, making sure that the Firebat won't target it [power-up, invincible unit, etc]) around each Firebat for the first few seconds of the game, and then remove them. Generally, AI don't switch targets once they're already attacking something, unless there is a priority (example: unit vs building, they would attack the unit because units can attack). If you're using the same 'target' for the Firebats to attack, this method should work.

Edit: You could also take a gamble at an AI script.




Mar 15 2009, 11:15 pm InvisibleDerek Post #5



I was looking at AI's and I didnt find any that seemed useful... and Im trying to make it so that the firebat attacks a zerg gas sac, im not sure if thats considered a building or a unit. I also put Psi Emmiters around the firebats so they dont move, but they still try to attack the unit they are not supposed to....



None.

Mar 16 2009, 12:03 am rockz Post #6

ᴄʜᴇᴇsᴇ ɪᴛ!

wall frame traps are an option.

You can't walk through disabled bunkers.

You can walk through moved (invisible) bunkers.

You can put other units blocking the path of moved (invisible) bunkers.

Traps are walkable while they are attackable (as long as you have a detector). Traps are detectors. anything with 0 life will never die via damage.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Mar 16 2009, 7:16 am NudeRaider Post #7

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

Quote from InvisibleDerek
... and Im trying to make it so that the firebat attacks a zerg gas sac, im not sure if thats considered a building or a unit.....
Neither. They just belong to the [any unit] group.

Do it via alliances. Have the firebat player allied with everyone, except P9 and place the gas sacs for P9.




Mar 16 2009, 2:38 pm Psionic_Storm Post #8



Just move all firebats to unwalkable terrain constantly and order them to patrol to anywhere at the beginning of the game.

I once needed exactly the same thing and that did it for me.



None.

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