Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Units running back to where they were
Units running back to where they were
Nov 15 2008, 11:48 am
By: NudeRaider  

Nov 15 2008, 11:48 am NudeRaider Post #1

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 problem is simple:
I am spawning units in a temporary location and from there move them to their spawning point.
But the units start running back to the temporary location where they have been created. Why? And how can I prevent it?
There's no order telling them to.

The problem is I can't order them as soon as they have teleported because teleportation can happen every trigger loop. This is to maximize the units that can be in battle without their spawning gets blocked.
I could just teleport them at fixed times but I'd rather not.

EDIT: And if you care to open the map can you explain me why the 1st trigger for all player does not give scarabs?(don't know about interceptors)
I have even tried 2 variants (not in the map) to add scarabs:
All players:
Always
Add 10 to hangar count to all [any unit] at anywhere for All Players
preserve

Force 2 (=Player 4)
Current Player brings at least 1 Reaver to anywhere
Add 10 to hangar count to 1 Reaver at Playing field for Player 4
preserve

But even those do nothing. Why?

Here's the map incase you want to take a look if I've overseen something:

Post has been edited 4 time(s), last time on Nov 19 2008, 7:10 pm by NudeRaider.




Nov 15 2008, 1:28 pm y10k Post #2



The unit go down thing can be fixed if you order them to go somewhere in "Move Units to battle" trigger.
I dont know why they do it however.

The scarab doesnt produce, because its check had been removed from "Enabled by default" at "Unit settings".



None.

Nov 15 2008, 4:49 pm NudeRaider Post #3

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

Quote from y10k
The unit go down thing can be fixed if you order them to go somewhere in "Move Units to battle" trigger.
I dont know why they do it however.

The scarab doesnt produce, because its check had been removed from "Enabled by default" at "Unit settings".
Wow thank you. Didn't know that. Both of them.
Seems that I am too much of a theoretist. Now that I am actually back to mapping I run into all sorts of small things that make me feel like a noob.
Good to have you SEN. ;)

Btw. I have thought about why they start running back.
I think it's because of their default AI. When you preplace units and an enemy comes close they engage but follow you only a small distance until they return. They probably just want to return to their creation spot like they always do.
If you order them you overwrite this AI and they become the mindless creatures we all have learned to love. :P




Nov 19 2008, 7:24 pm NudeRaider Post #4

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

Bump

Okay most of the problem is fixed now.
But specific units are still bugging up. I tried to optimize some of them with specific orders but only with moderate success.
- Tanks: Part of them siege at the spawning point instead of attacking, others stop halfway and run back
- Reavers: they don't continue their patrol when they have shot once
- Lurkers: They unburrow with when ordered to patrol, even when units are near. They do not burrow unless they get attacked.
I understand that Lurkers just are that way and that there's not much I can do about it. Still any ideas to at least improve the situation (with any unit) is very welcome.
I hate sc AI because it never does what it's supposed to do but still I'd like the attacking as good as possible to have nice enjoyable battles since this is the main idea of the map.

Thanks in advance for your advice.

P.S. If you want to test the unit behaviors you can uncheck the "never" condition in the last "all players" trigger to activate money cheat.

Here's the map so far:




Nov 19 2008, 8:11 pm SelfPossessed Post #5



Hero units don't have default AI. If you wanted unsieged tanks to patrol attack, you could use Edmund Dukes.

You could also give Send All Units on Random Suicide Missions a shot. I think that'll fix the Reaver as I remember seeing suicided Reavers continually move at their target. I'm not sure how it'll affect other units or your entire map though.

Lurkers...just don't spam order patrol for Lurkers. Do it once right when they spawn. That's pretty much your best shot at it. It's much easier to use Lurkers as stationary units as forcing a burrow doesn't seem possible. I'm actually curious how suicided Lurkers will respond.



None.

Nov 19 2008, 9:20 pm NudeRaider Post #6

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

Edmund Duke Never sieges. Not even at his destination or when he encounters units. :(

Random suicide missions would make the units go all over the map rather than to the enemy temple.

I don't spam the orders. I give it twice every 45 seconds.
I have to give the order because they could get shot by air units and would never attack again.




Nov 19 2008, 9:35 pm SelfPossessed Post #7



What about Value This Area Higher AI Script combined with Random Suicide?



None.

Nov 19 2008, 9:52 pm NudeRaider Post #8

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 tanks won't siege at all (like dukes).
And I don't want to know what happens if the map is full of other enemy player's buildings.




Nov 21 2008, 12:06 am Something Dutch Post #9



I spam patrol every 10 seconds for all units. For siege tanks i use a patrol trigger with condition "always". With these settings they will still destroy all buildings/units that stand in their way.

Maybe more than 10 seconds would be better for you, but the Reavers sure need some spamming :)

Edit: for some reason i also had to add a patrol action to the "create units" trigger, otherwise units would sometimes get stuck at their spawn location.



None.

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