Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: how to: attack if blocked on sunken d maps?
how to: attack if blocked on sunken d maps?
Apr 15 2010, 2:41 am
By: Demalii  

Apr 15 2010, 2:41 am Demalii Post #1



So you know how the computer will only attack you IF you block them completely from moving to their goal.. well I looked a map and tried to recreate it. Does anyone know how to do this exactly?

I've in essence got 2 locations, spawn point and move to point. I've tried running the zerg ex custom level ai and move all force 2 to "move to" location. Anyways, it's for a basic minigame on a map, but it's a tiny little defense type mini game that will played over and over throughout the whole map. I just want to figure out how to do the attack if blocked deal so the computer will attack if force 1 blocks them.

Thanks for the help, sorry for the rambling!



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Apr 15 2010, 2:46 am An Engineering Bay Post #2



I read in some wiki article that if a computer unit is given the order "Attack" via trigger, it will only fire its weapons if there is no way to get to the target point. So, just give the units the Attack order, and they will attack if and only if they are blocked by the Sunkens.

I think. Having never made a D map (or any map, for that matter) yet, I don't know for certain.

On a related note, how to make the AI units actually attack normally, like in Temple Siege?



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Apr 15 2010, 2:47 am MrrLL Post #3



For those defense maps that have this "method," I don't think it's intended. It's a simple move order trigger and they "stop" once they figure out that they can't get through. An AI script isn't necessary for them to attack. Make sure the computer is unallied.



None.

Apr 15 2010, 2:51 am Jack Post #4

>be faceless void >mfw I have no face

I read in some wiki article that if a computer unit is given the order "Attack" via trigger, it will only fire its weapons if there is no way to get to the target point. So, just give the units the Attack order, and they will attack if and only if they are blocked by the Sunkens.

I think. Having never made a D map (or any map, for that matter) yet, I don't know for certain.

On a related note, how to make the AI units actually attack normally, like in Temple Siege?
Giving the computer the order to attack to a location will make it attack towards the location, same as using A+click-somewhere in game. That's what TS uses as far as I know, unless it uses Patrol.

As for the blocking thing, I don't know for sure but it should just be Order:Move to x and after a certain amount of time the computer will decide it's impossible without fighting its way there, after which it starts shooting. That's a simple way to put it but that's the basic idea.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Apr 15 2010, 2:56 am Demalii Post #5



right on, yea I pretty much did the same thing as the sunken d and it doesn't work.. the only way the will "attack" is if I order them to patrol or atk to location, if I simply order them to move to location, they will not attack no matter what and they aren't allied.

So I'm pretty much stuck unless someone knows the key =p

Ohh the force 2 trigger is action: "always" // condition: run ai script: zerg expansion custom level" / "set current player score; 300". All of the "move" orders are given through switches being set so I'm wondering if it's something to do with that iono.

edit: Yea I try the attack to, but it just attacks the units even when they're not even nearby blocking them. So I think it's the script and move to, but gotta know how to use those correctly.

Post has been edited 1 time(s), last time on Apr 15 2010, 3:10 am by Demalii.



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Apr 15 2010, 4:06 am Centreri Post #6

Relatively ancient and inactive

Yeah, Attack doesn't work as attack should. Patrol makes it attack everything in its path, Attack does not. It functions irregularly with air units, though; when I did my little attempt at an AoS and before I knew this, though the two sides would normally ignore each other, the air units would still sometimes attack each other despite the order being attack and not patrol.



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Apr 15 2010, 11:55 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 Kaias
I read in some wiki article that if a computer unit is given the order "Attack" via trigger, it will only fire its weapons if there is no way to get to the target point. So, just give the units the Attack order, and they will attack if and only if they are blocked by the Sunkens.
Right
Correct me if I'm wrong but doesn't attack make them retalitate? That means if they don't die first shot they'll stop advancing and shoot back?
Therefore I'd agree on move being the correct order.




Apr 15 2010, 12:30 pm Ahli Post #8

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

Guys, guys, guys, make a small test map and see what happens...
You made me make one...


Quote from name:Merrell
It's a simple move order trigger and they "stop" once they figure out that they can't get through. An AI script isn't necessary for them to attack. Make sure the computer is unallied.
CORRECT !

Quote from NudeRaider
Correct me if I'm wrong but doesn't attack make them retalitate? That means if they don't die first shot they'll stop advancing and shoot back?
Therefore I'd agree on move being the correct order.
CORRECT !

It isn't that hard to test it...

Attachments:
ordertest.scm
Hits: 1 Size: 39.01kb




Apr 15 2010, 8:24 pm Kaias Post #9



Yeah, testing says 'Move' to is correct. Come to think of it, I've never tried making any sort of defense.



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