Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Junkyard Dog + Engage if approached base
Junkyard Dog + Engage if approached base
Jul 20 2020, 6:05 am
By: Saox  

Jul 20 2020, 6:05 am Saox Post #1


I am trying to make a map with some units roaming around. Junkyard dog does typically not make units engage on sight and I am trying to avoid the all too explicit patrol/attack command to have more randomness. What would my options be?

I tried for example setting a bigger location aroud that particular base and order a patrol whenever the units enter that location, but since i use Hyper Triggers it just loops so fast the units don't even react lol.


Jul 20 2020, 6:41 am 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

The way you tried is the best imo. Just add a cooldown via death counters to the trigger so it only refires after x trigger loops have passed.

You could also create wave-like behavior with random or strategic suicide missions. You can add switch based randomness to it to make the timing unpredictable. Forgot the specifics of the ai command, but depending how it works you could use a small location or set another computer player aside to only send a few units at a time.

You could also add randomness to patrol commands. Have several invincible neutral burrowed units scattered around the map serving as anchor points for the patrol commands. Every now and then give x (random) burrowed units to another neutral player, center your patrol start location on all burrowed units by the initial neutral player. It will always pick the leftmost available unit. Then give y (random) burrowed units away to the other neutral player and center the target location on the burrowed units. Then you can initiate the patrol command and give the burrowed units back to the original owner.

Jul 20 2020, 7:18 am Saox Post #3

Many thanks!


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