Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Scarabs attacking independantly
Scarabs attacking independantly
Sep 26 2007, 11:53 am
By: NudeRaider  

Sep 26 2007, 11:53 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

Hi guys,

in my map I want that heros (like Marines, Goons, but Warbringer (Hero Reaver) too) can buy an item which activates a special attack.

This special attack should add some extra splash damage which doesn't hurt themselves (hurt allies would be ok).
In addition it should look and feel the coolest way possible. :}

OK, I've come to the conclusion that Scarabs would do that best. (Any other ideas?)
Lurkers are no option, since they are used elsewhere.

But now I need your help how to make the Scarabs attack. I already teleported them to the hero and ordered them to patrol to the enemy castle. But they pass all enemy units and try to move to the castle and explode before they can reach it. :blush:
I want them to attack the closest enemy unit or building.
How do I do that?

When using Scarabs I got another problem: Scarab damage is fixed to 6 + 4 per upgrade. Only the player controlling Warbringer Hero has an upgrade building for Scarab damage. So I could set every players upgrade damage to 50 resulting in 206 damage. But that would completely imbalance the Warbringer hero because every Player can choose his hero.
I could solve that by giving them to player 9 with 50 upgrades but then Scarabs would damage the hero they emerge from.
Any way to order the Scarabs to move a bit away and attack enemies then? (I don't use hypertriggers)

Any help or idea is appreciated. :unsure:




Sep 26 2007, 12:11 pm Ahli Post #2

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

@ attack units
solution 1:
junkyard ai script at hero position
solution 2:
send all units on random suizide missions

(requirements: you need a computer player allied with the player and unallied with the enemy)
(side effects: you can be damaged by the scrabs)
(special effect with solution 2: the scarabs move to the nearest unit, stop and attack still their lifetime is up. But they attack with a fast splash attack, much faster than every unit else... even dmg=0 can cause big damage)

solution 3:
move a reaver next to the hero (does not look nice)




Sep 26 2007, 1:40 pm Kenoli Post #3



Quote
I already teleported them to the hero and ordered them to patrol to the enemy castle.
The patrol AI script doesn't work on human players and the order action doesn't work on scarabs at all, so I can't imagine how.



None.

Sep 26 2007, 1:42 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

Quote from Ahli
@ attack units
solution 1:
junkyard ai script at hero position
(side effects: you can be damaged by the scrabs)
This side effect is what im trying to avoid

Quote from Ahli
solution 2:
send all units on random suizide missions
(requirements: you need a computer player allied with the player and unallied with the enemy)
I have 6 human players and 2 computer players already used. The comp players would meet the requirement, but if I send all units on random suicide missions it would spoil the rest of the game.

Quote from Ahli
(special effect with solution 2: the scarabs move to the nearest unit, stop and attack still their lifetime is up. But they attack with a fast splash attack, much faster than every unit else... even dmg=0 can cause big damage)
Since scarabs are not mine it would hurt me. Can I give the scarabs the player?

Quote from Ahli
solution 3:
move a reaver next to the hero (does not look nice)
Possible. But im looking for something better.




Sep 26 2007, 1:44 pm NudeRaider Post #5

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 Kenoli
Quote
I already teleported them to the hero and ordered them to patrol to the enemy castle.
The patrol AI script doesn't work on human players and the order action doesn't work on scarabs at all, so I can't imagine how.
Not patrol AI but order-action. But nvm, doesn't work either




Sep 26 2007, 7:14 pm Falkoner Post #6



Have the scarabs owned by a player that is not human, then set the generic command target (AI script) on where you want them to move, then use the AI Patrol to Upper Left Corner.



None.

Sep 26 2007, 10:49 pm Kenoli Post #7



Quote
Have the scarabs owned by a player that is not human, then set the generic command target (AI script) on where you want them to move, then use the AI Patrol to Upper Left Corner.
This can damage the user.



None.

Sep 27 2007, 2:05 am Falkoner Post #8



Well, then I see no way of doing it, since you can't give the human AIs.



None.

Sep 27 2007, 4:52 am blacklight28 Post #9



Whoah, whoah, whoah, whoah, whoah, whoah, whoah, you can make a scarab Junk Yard Dog? I tried it but the scarab got pwnt.



None.

Sep 27 2007, 12:15 pm NudeRaider Post #10

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

OK as I supposed every method has its drawbacks. What I want isnt possible that way.

Now I implemented the following:

I create infested at the hero, order them to move away a bit and then give them the patrol order.
They come back very rarely to hurt me. Most times they hit targets ahead of me. And if they DO come back then usually don't explode directly beneath me. And melee enemies are not a big problem for the hero anyway. ;)

So it's allright. Thanks for your help.




Sep 28 2007, 4:10 pm ShizTheresABear Post #11



Why not use a siege tank or something?



None.

Sep 28 2007, 5:28 pm NudeRaider Post #12

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 ShizTheresABear
Why not use a siege tank or something?
Did you read everything?
Quote from NudeRaider
Quote from Ahli
solution 3:
move a reaver next to the hero (does not look nice)
Possible. But im looking for something better.





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