Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Interceptors attacking without carriers
Interceptors attacking without carriers
May 17 2009, 8:17 pm
By: scwizard  

May 17 2009, 8:17 pm scwizard Post #1



I've forgotten too much of what I once knew about starcraft :(

Is it possible to create a spell that would cause interceptors to appear out of nowhere and attack nearby enemy units?

I know that this is possible with scarbs, because Spellsword RPG did it. Although, remind me again how that's done lol :P



None.

May 17 2009, 8:19 pm ClansAreForGays Post #2



nope




May 17 2009, 8:28 pm samsizzle Post #3



I think its possible if you put a carrier somewhere hidden on the map with something to attack that will never die and then sort of store the interceptors there, you could use them anytime to do whatever with appropriate orders and ai scripts, i dont think you can make them attack but you can make them move places. IM NOT SURE THOUGH!



None.

May 17 2009, 8:31 pm scwizard Post #4



qq

Well I thought of something that might work anyway. I could use a mobile grid to place the carriers at the limit of the player's vision. So the carriers would be there, just barely offscreen.

It would be a nice effect to. The hero would be "pulling" the interceptors from the corners of the screen to attack the nearby enemies.

EDIT: Also how does the scarab thing work?



None.

May 17 2009, 8:34 pm r00k Post #5



yes it is.

you need a carrier in a corner of a map that attacks a unit, that is attackabale but undestroyable, so that the interceprors are alway out. when they fly you can order them to move to a location you decide.
You can make em patrol, attack, whatever you want.

You can download my map: "Clay Pigeons", its open source and you can find it in the MAp Database.
I did a lot of stuff in it with Interceptors, and its not that much triggers so should be easy to find out how things work. Clay Pigeons

And i am pretty sure there is a Tutorial or a Test Map in the Database, if not SEN than MAplAntis, where it is explained. Thats how i found out how it worx.



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May 17 2009, 8:38 pm samsizzle Post #6



Your idea sounds great. Basically for scarabs you have reavers stored somewhere on the map unnoticable owned by a computer player. With something to shoot at that will never die. Like a building that constantly gets full health. Then whenever you need a scarab you move it from that place and use an AI on it. Junkyard dog makes them do weird twitchy things from my experience. And random suicide mission just makes them attack nearby enemies.



None.

May 17 2009, 8:41 pm scwizard Post #7



I think junkyard dog had to do with the recently discovered direct damage technique.

Alright, random suicide mission for attacking nearby stuff.

Quote from r00k
yes it is.

you need a carrier in a corner of a map that attacks a unit, that is attackabale but undestroyable, so that the interceprors are alway out. when they fly you can order them to move to a location you decide.
You can make em patrol, attack, whatever you want.

You can download my map: "Clay Pigeons", its open source and you can find it in the MAp Database.
I did a lot of stuff in it with Interceptors, and its not that much triggers so should be easy to find out how things work. Clay Pigeons

And i am pretty sure there is a Tutorial or a Test Map in the Database, if not SEN than MAplAntis, where it is explained. Thats how i found out how it worx.
I knew that you could move them in an arbitrary fashion, but I've never seen attacking before. I guess I'll have to try it and see if it works.



None.

May 17 2009, 9:00 pm JaFF Post #8



OK, this thread has lots of incorrect bullshit from several people.

To make scarabs attack random nearby enemies, center a 1x1 location on the scarab(s) that you just moved to your hero (or use the location that is constantly centered on your hero, if you have one) and use Junkyard Dog at that location. The smaller the location the better - scarabs tend to NOT want to attack enemies that are within that location, hence it must be as small as possible.

If you want direct damage, look here.

There is no way to make trigger-stored interceptors attack a target besides that of their carrier. r00k's map does not demonstrate what he claimed it does.



None.

May 17 2009, 9:06 pm scwizard Post #9



Quote from JaFF
OK, this thread has lots of incorrect bullshit from several people.
That's annoying.

Quote from JaFF
To make scarabs attack random nearby enemies, center a 1x1 location on the scarab(s) that you just moved to your hero (or use the location that is constantly centered on your hero, if you have one) and use Junkyard Dog at that location. The smaller the location the better - scarabs tend to NOT want to attack enemies that are within that location, hence it must be as small as possible.
Ahh ok. So they got it backwards. Junkyard dog is for attacking, and random suicide mission is part of the technique used for direct damage.

Now a follow up question. What about inverted locations (can also be described as negative size locations)? You said to make the location as small as possible. Such a location would be ever smaller than a 1x1 location in a fashion.

Quote from JaFF
There is no way to make trigger-stored interceptors attack a target besides that of their carrier. r00k's map does not demonstrate what he claimed it does.
Ok.



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May 17 2009, 9:09 pm r00k Post #10



ups sorry... yes they can not attack... only if the Carrier is close enough to them so that they can fly back after a shot. i overread that... sorry. Anyway download my map, it will help.
And the attacking thing is no problem, i mean you can detect the interceptors, so you are free to make every possible attack spell you can think of. for example create & remove a scout would come close to the original
Sound and bullet animation of an Interceptor.
If you create that scout covered by an arbiter in a corner of the map he will be close to unseen, when you use deathcounts and chosse values beetween 11 and 20. Hyppertriggers must be activated.

damn, did i wrote that shit ???



None.

May 17 2009, 9:11 pm r00k Post #11



TO JAFF

rook wrote : I did a lot of stuff in it with Interceptors, and its not that much triggers so should be easy to find out how things work.

Thats all i wrote over my map, and it is 100% true !

The first information was general and had nothing to do with my map.

Post has been edited 1 time(s), last time on May 17 2009, 9:16 pm by r00k.



None.

May 17 2009, 9:14 pm scwizard Post #12



Quote from r00k
ups sorry... yes they can not attack... only if the Carrier is close enough to them so that they can fly back after a shot. i overread that... sorry. Anyway download my map, it will help.
And the attacking thing is no problem, i mean you can detect the interceptors, so you are free to make every possible attack spell you can think of. for example create & remove a scout would come close to the original
Sound and bullet animation of an Interceptor.
If you create that scout covered by an arbiter in a corner of the map he will be close to unseen, when you use deathcounts and chosse values beetween 11 and 20. Hyppertriggers must be activated.

damn, did i wrote that shit ???
Are you drunk or something?



None.

May 17 2009, 9:16 pm JaFF Post #13



Unfortunately I do not know much about inverted locations besides the fact that you can use them for detection. I have no idea how will an AI script behave when ran in an inverted location. If you want more information, read the article about them (I know one exists, not sure about the quality of it). If that doesen't answer all your questions, contact Lethal_Illusion.

r00k, you wrote this:
Quote
when they fly you can order them to move to a location you decide.
You can make em patrol, attack, whatever you want.
Which is false.



None.

May 18 2009, 7:19 pm r00k Post #14



Quote from JaFF

r00k, you wrote this:
Quote
when they fly you can order them to move to a location you decide.
You can make em patrol, attack, whatever you want.
Which is false.

Yes!

Jaff, you wrote this:
Quote
r00k's map does not demonstrate what he claimed it does.
Which is false.



None.

May 18 2009, 7:26 pm samsizzle Post #15



LOL WHO CARES!



None.

May 18 2009, 7:53 pm ClansAreForGays Post #16



Quote from r00k
Jaff, you wrote this:
Quote
r00k's map does not demonstrate what he claimed it does.
Which is false.
Jaff's point stands. What scwizard wanted to know was if moved ints could be ordered to attack, and he already stated that it is common knowledge they can be ordered to move.
You said they could be ordered to move and attack, which is false. You seem to be under the delusion that what you were correct about makes up for what you were incorrect about. What you were correct about was already common knowledge to boot.
It wouldn't be so bad if rook wasn't trying so hard to save face.

Post has been edited 1 time(s), last time on May 18 2009, 8:02 pm by ClansAreForGays.




May 18 2009, 8:19 pm r00k Post #17



i dont give a fuck if i was wrong. but i care about my maps.



None.

May 19 2009, 3:02 am Pyro682 Post #18



You can make Interceptors shoot while Out of the Carrier. They shoot in a turret sort of fashion. It's fast, and I think TiKeLs has done it. I'll see if I can try to replicate what he did. (Wait for 10 minutes after this post is made)



None.

May 19 2009, 3:37 am Falkoner Post #19



Quote
You can make Interceptors shoot while Out of the Carrier. They shoot in a turret sort of fashion. It's fast, and I think TiKeLs has done it. I'll see if I can try to replicate what he did. (Wait for 10 minutes after this post is made)

Never heard of it, and if they can shoot, I doubt that they can actually acquire a target.

All you can do with Interceptors is make them move around away from the carrier, there is no way to make them attack a specific target when separated from it.



None.

May 19 2009, 4:18 am Pyro682 Post #20



Bahhh- I can't seem to be able to re-create it. It was with some odd combination of AI scripts. I was teaching him how to make interceptors move when he did it. It basically sat at the carrier and shot really fast, kinda like holding position.
I'll ask him on what he did to do it, and I'll get back to you.



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