Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Scarab Attacking
Scarab Attacking
Jul 24 2008, 12:18 pm
By: Oh_Man  

Jul 24 2008, 12:18 pm Oh_Man Post #1

Find Me On Discord (Brood War UMS Community & Staredit Network)

Hey guys Private Parts here now this is a fairly simple thing but I can't remember how to do it and i have been looking around the wikis and I couldn't find it either.

How do you spawn scarabs and make them attack?




Jul 24 2008, 12:27 pm JaFF Post #2



1. Have reavers attack a traget in a remote location
2. Move the scarabs from the remote location to your desired location
3. Run Junkyard Dog AI for them



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Jul 24 2008, 12:29 pm Brontobyte Post #3



Quote from name:private_parts
Hey guys Private Parts here now this is a fairly simple thing but I can't remember how to do it and i have been looking around the wikis and I couldn't find it either.

How do you spawn scarabs and make them attack?

As in, creating a scarb for a reaver so that it always has a max hangar, or creating a scarb freely and then making it attack?

I will go with the second one.

First off, you can't freely create a Protoss Scarb. You need to first place Protoss Reavers around a unit that will attack it. Next you need to make a trigger so that you can detect and move the Protoss Scarb to the desired location. The "bring" condition an "Move" action will do this fine. Now, you need to make a trigger so that when the someone brings the Protoss Scarb to the location where it was moved to, it runs the AI Script "Make these unit patrol" and set the location to anywheres by the place where they were created. (using the Protoss Reavers) Then you need to make them attack a unit. You can do this by centering a location on a unit that you wish to attack and then set another AI Script ~"set generic command point" at the location where the enemy unit is. Finally after this is all done, you simply need to create another Protoss Scarb for the Protoss Reaver, granted you wish for this process to loop, and then your done!

You must note:

-The Protoss Reavers must be invincible.
-The unit the Protoss Reavers are attacing must NOT be invincible, rather have a high Hit Point value, with a trigger constantly refreshing its Hit Points.
-Hyper triggers, hyper triggers, and MOAR hyper triggers. :D

This all should work. :P



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Jul 24 2008, 12:31 pm JaFF Post #4



Here is a map showing how it's done.



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Jul 24 2008, 6:46 pm rockz Post #5

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from Brontobyte
-The Protoss Reavers must be invincible.
why?
Quote
-The unit the Protoss Reavers are attacing must NOT be invincible, rather have a high Hit Point value, with a trigger constantly refreshing its Hit Points.
Or just have 0 life.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 24 2008, 9:05 pm Brontobyte Post #6



Quote from rockz
Quote from Brontobyte
-The Protoss Reavers must be invincible.
why?

Um, Protoss Reavers have splash damage? :unsure: :???:

Quote from rockz
Quote
-The unit the Protoss Reavers are attacing must NOT be invincible, rather have a high Hit Point value, with a trigger constantly refreshing its Hit Points.
Or just have 0 life.

Well, I wanted to say one of the numerous ways that this could be accomplished by.

If you really want to get complex, you could use SCDG3 to downgrade your StarCraft patch to 1.13a and then make a some EUD action triggers to always set the Hit Points of the targeted unit to a bajillion so that it would never loose Hit Point, but quite frankly, I think 1 simple "Always" trigger will do fine.



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Jul 24 2008, 9:07 pm O)FaRTy1billion[MM] Post #7

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0 HP would make it never die, but be attackable.



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Jul 24 2008, 9:08 pm SelfPossessed Post #8



Two things.

Reaver splash is like Lurker splash; it won't hurt your own units, but it will hurt allies and enemies. Invincibility isn't needed.

About the file that Jaff added, that was based on my finding that giving the Reaver from a computer to human player gave the scarab AND kept the AI script that was used by the computer player.

The implications are that
1) You could junkyard or suicide AI the scarab for a human player
2) Human players can upgrade the scarab spell via structures



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Jul 24 2008, 10:14 pm Ahli Post #9

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

Quote from SelfPossessed
Two things.

Reaver splash is like Lurker splash; it won't hurt your own units, but it will hurt allies and enemies. Invincibility isn't needed.

About the file that Jaff added, that was based on my finding that giving the Reaver from a computer to human player gave the scarab AND kept the AI script that was used by the computer player.

The implications are that
1) You could junkyard or suicide AI the scarab for a human player
2) Human players can upgrade the scarab spell via structures

and the most important aspect was that the human gets the kill score for that unit (which I actually wanted that days ago). Thanks again SelfPossessed :rolleyes:

And if you are wondering, why the scarab does 0 dmg at start and only the player has upgrades, is that the scarab can explode to early dealing damage to the hero unit (marine) when an enemy is directly south of your unit. Btw, don't forget that the scarab damage upgrades are shared (they upgrade each other like technologies like hydra attack range upgrade or zealot speed).

Btw, "make these units patrol" and the junkyard ai script won't be as effective as the "random siucide mission" script which makes the units attack the nearest enemy unit on the map (not exactly).

Post has been edited 1 time(s), last time on Jul 24 2008, 10:19 pm by Ahli.




Jul 25 2008, 6:01 am Falkoner Post #10



The Random Suicide Mission AI works the best to make them attack, but as it cannot be executed at a single location, it requires that you set aside an entire computer for scarabs-only. The Junk Yard Dog AI will make them attack a bit, and scatter, and the Make These Units Patrol AI will make them just move to wherever the Generic Command Target is, which can be set using an AI script.



None.

Jul 25 2008, 10:08 am Oh_Man Post #11

Find Me On Discord (Brood War UMS Community & Staredit Network)

Hey guys thanks for all the info.

Post has been edited 1 time(s), last time on Jul 25 2008, 10:46 am by private_parts.




Aug 10 2008, 2:40 pm Oh_Man Post #12

Find Me On Discord (Brood War UMS Community & Staredit Network)

Hey guys sorry to bump this again but I have gotten the above mentioned technique working however my Scarabs do not explode, they touch a unit kill it and then move on to another unit with exploding? Would anyone know why this would happen off the top of their head or would you need more details on the triggers I am using?

Thanks,
Private Parts.




Aug 10 2008, 3:05 pm y10k Post #13



Check this map out.

Attachments:
scarab1.scx
Hits: 14 Size: 40.32kb



None.

Aug 10 2008, 4:33 pm NudeRaider Post #14

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

Afaik that happens if you spam the make these units patrol ai on them.

It seems to make them explode (do damage) but before they vanish they get another order thus cancelling the explosion just to initiate the next, etc. (at least this is my theory to that phenomenon)




Aug 10 2008, 4:50 pm Ahli Post #15

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

That happens because the scarab receives new orders all the time. Btw, it's the fastest dmg dealing unit.
Give the reaver to a human player to stop it like in my scarab spell map or just run the script directly after moving the scarab to the hero unit.

The Scarabs will always explode when their life time is up (every scarab has a timer and explode without dealing damage when their time is up).




Aug 10 2008, 6:10 pm LegacyWeapon Post #16



Quote from Ahli
The Scarabs will always explode when their life time is up (every scarab has a timer and explode without dealing damage when their time is up).
Not true.

Attachments:
scarabs forever.scm
Hits: 11 Size: 55.16kb



None.

Aug 10 2008, 9:10 pm Zombiechao Post #17



Just curious, what is the generic command target?
Edit: Is there a way to make a unit move to a command point as opposed to patrolling to it?
Edit: Just had an idea. What would happen if a scarab went into a shuttle?

Post has been edited 2 time(s), last time on Aug 10 2008, 9:26 pm by Zombiechao.



None.

Aug 10 2008, 9:51 pm NudeRaider Post #18

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

It cant go into shuttles and there's no move ai, only patrol.
By default the generic commant target is the upper left map edge. You can place it wherever you want via the set genereic commant target ai.




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