Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Ordering Scarabs
Ordering Scarabs
Jul 12 2016, 5:26 am
By: LoveLess  

Jul 12 2016, 5:26 am LoveLess Post #1

Let me show you how to hump without making love.

Maybe I am getting a little old and rusty in my time, but I am pretty sure they are not supposed to work like this.

Edit: Fixed.

Post has been edited 1 time(s), last time on Jul 12 2016, 7:54 am by LoveLess.



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Jul 12 2016, 5:50 am Sie_Sayoka Post #2



The scarabs target units as well.



None.

Jul 12 2016, 3:50 pm Roy Post #3

An artist's depiction of an Extended Unit Death

http://www.staredit.net/wiki/index.php?title=Ordering_and_using_interceptors_and_scarabs

TL;DR: Run AI Script "Set Generic Command Target" to the destination, and Run AI Script "Make These Units Patrol" at the beginning.




Jul 12 2016, 6:44 pm LoveLess Post #4

Let me show you how to hump without making love.

Quote from Roy
http://www.staredit.net/wiki/index.php?title=Ordering_and_using_interceptors_and_scarabs

TL;DR: Run AI Script "Set Generic Command Target" to the destination, and Run AI Script "Make These Units Patrol" at the beginning.
The issue was that I had so many locations that scarabs were being moved around to at once, that they would ignore new locations entirely. The triggers were correct as they should have been, but for some reason they did not go where ordered.

When I changed the order of process from:

End B
Start A

End C
Start B

Start C
End A

to

Start C
End A

End C
Start B

End B
Start A

Suddenly they started to move erratically, jumping between locations and skipping the order entirely.



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Jul 16 2016, 10:11 am Sie_Sayoka Post #5



I've been messing around with the map and made 2 different types of scarab uses. But have encountered some problems with what I want it to do. I'm not sure if it's because of how the game is or because my triggers are faulty.

The first is a 'cruise missile' that creates an interceptor. Once the interceptor arrives at the target (observer) it will explode and release scarabs. Most of the scarabs hit but a few will be stuck in a patrol and must be manually removed. Create an SCV to send out a missile.

The second is a 'bomber' (queen) that sends scarabs out to junkyard dog. If the scarabs do not find a target they will just continue on forever.

Here are some problems I've encountered.
  • The cruise missile will not move scarabs if it explodes on impassible terrain. Not a big deal and I'm unsure if this can be avoided.
  • Is there a way to improve scarab targeting so all of them will attack a nearby enemy and explode?
  • Is there a way to kill/remove scarabs that stray too far from the queen?

For the second problem the only solution I can think of is have one scarab drop from the queen at a time. That way I can create 2 layers, one big one small, and if the scarab strays from the smaller layer I can just remove the scarab.

I remember a map that utilized scarabs in a similar fashion using what I assume would be junkyard. A tank would release several scarabs and they would explode within close proximity to it regardless if there were targets around it or not.

Some quirks I've found whilst messing around with scarabs and interceptors is:
  • Both scarabs and interceptors may stop short of the intended destination location. Causing them to either patrol (scarabs) or return to the carrier (interceptors).
  • Scarabs seem to be able to stack when not moving but have unit collision when moving. Not quite unknown but it is bad for targeting when there are many.
  • Scarab targeting needs to have starting and ending locations that are not centered in the same area. If they are, the scarabs will be stuck patrolling the same space, essentially freezing them. They will not attack nearby units.


Attachments:
cruise missile.scx
Hits: 1 Size: 41kb



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