Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: comps not attacking properly
comps not attacking properly
Jun 25 2010, 11:49 pm
By: tentons01  

Jun 25 2010, 11:49 pm tentons01 Post #1



Okay so in my map, the comp spawns units at a location, and i make them order:attack to another location. They are suppose to attack every enemy unit that they see, but they dont. Instead they only attack units that attack them first. So if nothing attacks a unit, then the unit just keeps walking. Any idea how to fix this?



None.

Jun 25 2010, 11:57 pm NudeRaider Post #2

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

order:patrol




Jun 25 2010, 11:59 pm tentons01 Post #3



wel i tried that and it messed up, when the units bunch up to attack something, they sometimes patrol back without going all the way to the end, then going back to the location they stopped at, and it keeps on going like that. So basicly, some units never reach the end. And if this helps, i use hyper triggers.

Would makeing a location covering the entire track, that every few seconds makes the order:patrol command trigger again, fix this? I think i can do this useing death counters.



None.

Jun 26 2010, 12:42 am StarBlue Post #4



add an unally trigger, just in case any of your other triggers screwed up the ally status.
EDIT:
Just trying to help, if it doesn't work, don't bitch to me like most people do >_>



None.

Jun 26 2010, 12:44 am tentons01 Post #5



i have one set up. its a preserve trigger so it should take care of that



None.

Jun 26 2010, 12:45 am StarBlue Post #6



you could also make a trigger that commands your people to attack automatically, that way the comp would fight back.



None.

Jun 26 2010, 12:46 am tentons01 Post #7



Quote from StarBlue
add an unally trigger, just in case any of your other triggers screwed up the ally status.
EDIT:
Just trying to help, if it doesn't work, don't bitch to me like most people do >_>
lol no worries (:



None.

Jun 26 2010, 1:51 pm Azrael Post #8



Quote from tentons01
Would makeing a location covering the entire track, that every few seconds makes the order:patrol command trigger again, fix this? I think i can do this useing death counters.
It should work, DC timer should be at least 36 or so.

If it doesn't work for some reason, try using multiple destinations along the way, so they patrol from A to B, then B to C, C to D, etc. If any attempt to go backwards, they will get caught in the most recent checkpoint and be turned back the right way.

Post has been edited 2 time(s), last time on Oct 12 2010, 12:08 pm by DevliN. Reason: Mineral abuse.




Jun 26 2010, 4:27 pm DavidJCobb Post #9



If you cover the entire track, they'll go to the center of the location -- the center of the track, not the end. Have one location at the end and patrol the units multiple times, periodically, to that location. Time it with death counters. Don't just order every trigger cycle, or the units' attempts to attack may break.



None.

Jun 26 2010, 4:59 pm Azrael Post #10



He meant using a track-wide location for the unit's starting location, not the destination one.

Post has been edited 2 time(s), last time on Oct 12 2010, 12:08 pm by DevliN. Reason: Mineral abuse.




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