I'm attempting to make my first UMS map with Scmdraft 2.0. (I know: welcome to the party 10 years late), but I'm having trouble with something that should be very simple. I cannot get a group of Marines and a group of Zerglings to fight each other. Both are in different forces in a named location, and I can get actions to trigger when the player enters my separate... uh, trigger location, but I cannot make them just attack each other. The best I've been able to manage is with the "Kill" command, but that just blows'em up from nowhere.
This is probably covered somewhere, but I've searched Google, the forums here, and several tutorials with no success. Please help.
None.
Have you toggled with the alliance status? Be aware that for player 1 to unally player 2. Its:
Player 2
always (or w/e)
Set A.I Script:set unally for player 1
sorta weird. Hope this helps
None.
I'm attempting to make my first UMS map with Scmdraft 2.0. (I know: welcome to the party 10 years late), but I'm having trouble with something that should be very simple. I cannot get a group of Marines and a group of Zerglings to fight each other. Both are in different forces in a named location, and I can get actions to trigger when the player enters my separate... uh, trigger location, but I cannot make them just attack each other. The best I've been able to manage is with the "Kill" command, but that just blows'em up from nowhere.
This is probably covered somewhere, but I've searched Google, the forums here, and several tutorials with no success. Please help.
Not sure if this will help but, if the Marines and the Zerglings aren't allied together you can have a trigger that makes them patrol to your desired location where you want them to fight and once they get into each other's range they'll automatically attack each other.
Player X
Player X brings Unit X to Location X
Order *amount* of Unit Y at Location Y to "Patrol" to Location Y
*Note
- Player X and Unit X represent the player and their unit while Location X represents "my separate... uh, trigger location"
Then you can do the same for the other group of units, as long as they're heading either 1) towards the same location and they'll meet up or 2) towards two different locations but they'll also meet up. Not sure if this will help or not seeing as I'm entirely new to the whole map making myself but I just wanted to throw in my little bit.
None.
Lotus is wrong, just use the Set Alliance Status trigger action. Be aware that the player that's setting the status has to run the trigger. (For P1 to set P2 to enemy, P1 must run a SAS trigger.)
DeMS' triggers are correct, but bear in mind that if the two groups (somehow) reach their destination without encountering each other (or when they're done killing each other), they'll head back to the start, and then they'll head back to the destination again. (This can actually be useful... When they're done fighting, whichever side is still alive will return to their base. You can just detect when they re-enter, and order them to stop (by using Move Unit to move them to a location they cannot be moved to).) Also note that they'll attack
any enemies they notice while patrolling.
None.
Lotus is wrong, just use the Set Alliance Status trigger action. Be aware that the player that's setting the status has to run the trigger. (For P1 to set P2 to enemy, P1 must run a SAS trigger.)
The truth hurts, but i swore for p1 to unally p2, p2 runs Ai script unally p1.
None.
Thanks for the quick responses, guys! It was indeed a simple problem, and your solutions have helped me figure it out.
That said, what I'm really attempting to do is have several battles between Terran and Zerg forces that the player ends up watching/participating in as a third party. Right now I'm thinking about toggling the ally status to enemies when the player enters a location, then having the two forces encounter each other via DeMs' patrol suggestion, then flipping them back to allies when all units in the location die so that units in other locations don't end up killing one another.
Any suggestions for better ways to do this as they work their way through multiple encounters?
None.