Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Question about Reaver attack rate
[SOLVED] Question about Reaver attack rate
Jul 23 2011, 4:06 am
By: MetalGear  

Jul 23 2011, 4:06 am MetalGear Post #1



Okay so I'm building a map that uses the 'direct damage system'. So I have my reaver set up at the lower part of the map, and each time I create a new reaver, it takes him about a second to attack the nearby target. I want to know why it's taking so long for the reaver to attack the target, and how I can make him respond to it faster on creation.

The map is below if you want to take a look. It's the last 3 triggers in player 6.

Thanks in advance :)



None.

Jul 23 2011, 4:34 am Roy Post #2

An artist's depiction of an Extended Unit Death

You can create Reavers at quicker intervals for a faster stream of scarabs to become available. For example, by having three spawn locations, and having a Reaver appear between them at 1/3rd the timing you currently have for creating one Reaver, the scarabs will spawn three times faster.

As far as the delay in attacking, this can be caused by:

1) Spamming an AI or order for the player owning the Reaver
2) The Reaver's hangar count not being modified quickly enough
3) Bad vision between Reaver and enemy (not likely the issue)




Jul 23 2011, 5:13 am MetalGear Post #3



It's none of those reasons. There must be another factor. Please can someone experienced with DDS help out!!



None.

Jul 23 2011, 6:20 am DevliN Post #4

OVERWATCH STATUS GO

EDIT:
Azrael's below solution works. You could also add 1 to the hangar of the Reaver when it gets created in the "-----" trigger, and that will work as well.

Post has been edited 2 time(s), last time on Jul 23 2011, 7:37 am by DevliN.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Jul 23 2011, 6:38 am Azrael Post #5



I resolved it by putting "Restore hangar" at the bottom.




Jul 23 2011, 7:39 am MetalGear Post #6



Thanks guys, much love!



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