Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Enemies won't attack diagonal walls
Enemies won't attack diagonal walls
Aug 14 2009, 11:51 am
By: Metalkon  

Aug 14 2009, 11:51 am Metalkon Post #1



New Question:
How can I make the enemies attack a diagonal wall in my defense map?

Its a simple move from one end to the other with one order trigger.

They attack if they're blocked by any other type of wall, only ultralisks will attack the diagonal wall like this.



Post has been edited 3 time(s), last time on Aug 15 2009, 7:29 am by Metalkon.



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Aug 14 2009, 4:06 pm Ahli Post #2

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

-Patrol is wrong for that because they immediatly attack the enemy.
-Attack is wrong because the units respond, if they are under attack.

-> 1 time move command

If they lose the command because of other units blocking their path, they will attack surrounding targets because they idle without orders.




Aug 14 2009, 4:40 pm Clokr_ Post #3



Quote from Ahli
-> 1 time move command

If they lose the command because of other units blocking their path, they will attack surrounding targets because they idle without orders.

That however will get you in trouble if you try to make tanks or goliaths rounds, since they'll attack while moving. Otherwise it'll work fine.

There are more sophisticated ways of getting an antiwall system, however their requisites are a bit steep.

You might want to take a look at this:
http://www.staredit.net/files/431/
http://www.staredit.net/files/443/

Also you can order a DT to move from the beginning to the end before a round starts or something like that.

Post has been edited 1 time(s), last time on Aug 15 2009, 10:17 am by Clokr_.



?????

Aug 14 2009, 10:57 pm Metalkon Post #4



Edit: fixed the horizontal wall problem.

Post has been edited 1 time(s), last time on Aug 15 2009, 7:22 am by Metalkon.



None.

Aug 14 2009, 11:14 pm Madroc Post #5



Very interesting.. i will have to try that strategy in some of the defense maps haha!
I'd be interested to know the solution to this problem though. :/




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Aug 14 2009, 11:27 pm JaFF Post #6



I made a test map to be sure that one move order works right. I had a ~6 tile wide path and vultures moving along it with hydras blocking them in a straight line. It worked fine. Perhaps it depends on the unit type or the path width. More testing needs to be done regarding this.

If the move order fails you, there are other options. See Clokr's post.



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Aug 15 2009, 1:11 am Metalkon Post #7



Edit: Could it be that my path/road is too wide?

Post has been edited 2 time(s), last time on Aug 15 2009, 7:34 am by Metalkon.



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Aug 15 2009, 10:25 am Clokr_ Post #8



I suggest you when you have a new question adding a new post for it instead of modifying the first post. It is confusing if you replace the old question.

About the diagonal path problem it's a well-known trick to avoid the anti-walling system in defense games. Also U-shaped walls work quite well. I don't think it'll be easy to fix using that method, making the path narrow might help in some cases, but I don't think it'll always work. You might want to consider ordering a dark templar to go from the origin to the end and if it has not reached the end in some time kill all the player units near the DT until it arrives.



?????

Aug 15 2009, 11:48 am Metalkon Post #9



The only way to make a DT or any other unit work in this map for wall checking would be to freeze the units during the wall check and during each wave, players would be able to cheat it and simply re-wall after the unit pass's by or during the wave. With a 70-80 square long road and the paths made by players, it would take a long time for a level to start and there will also be 100 levels (10-20 boss levels where they attack automaticly and won't need to worry about walls).



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Aug 15 2009, 12:06 pm JaFF Post #10



Suggestion:

Make one random enemy unit out of each wave owned by a separate player. This will allow you to detect when that unit moves in the opposite direction or does not move at all for too long => he is either stuck or blocked and stupidly running around the block without being able to pass it.



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Aug 15 2009, 10:54 pm Metalkon Post #11



The walking backwards part wouldn't work very well shown in this picture, but the "does not move for too long" might work with the right triggers and locations. I could have a thin location for every row of squares on the normal grid and if it takes too long for the special unit to reach the next one under it then all player units in nearby locations will be moved somewhere else untill the wave is over or another part of the road.

That may be a couple hundred triggers though, but it might work.



None.

Aug 15 2009, 11:09 pm Clokr_ Post #12



Quote from Metalkon
The walking backwards part wouldn't work very well shown in this picture, but the "does not move for too long" might work with the right triggers and locations. I could have a thin location for every row of squares on the normal grid and if it takes too long for the special unit to reach the next one under it then all player units in nearby locations will be moved somewhere else untill the wave is over or another part of the road.

That may be a couple hundred triggers though, but it might work.

It still will cause problems if the user has not walled but left an opening too narrow which only allow units to got through at like 1 or 2 at once. But I suppose that that might count as walling...

What about having like 20 locations 3x3 or so. Making location 1 move to the unit, wait 1 second, move location 2, wait 1 second, move location 3, etc. Then checking if any of these locations is over another one every second creating a flying unit in every of them and checking a bring condition. That way you might be able to check if the unit is running in circles.



?????

Aug 15 2009, 11:50 pm rockz Post #13

ᴄʜᴇᴇsᴇ ɪᴛ!

Send an invincible overlord over the line without the speed upgrade. Center a location which horizontally covers the field. If a walled unit touches this location, order it to stop/patrol to the end. You'll want to give it a little bit of cooldown so you don't spam the order.



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

Aug 16 2009, 12:30 am Metalkon Post #14



Quote
What about having like 20 locations 3x3 or so. Making location 1 move to the unit, wait 1 second, move location 2, wait 1 second, move location 3, etc. Then checking if any of these locations is over another one every second creating a flying unit in every of them and checking a bring condition. That way you might be able to check if the unit is running in circles.
I'l try that out on a smaller scale tonight and see how well that it works. :)

Quote
Send an invincible overlord over the line without the speed upgrade. Center a location which horizontally covers the field. If a walled unit touches this location, order it to stop/patrol to the end. You'll want to give it a little bit of cooldown so you don't spam the order.
?



None.

Aug 16 2009, 12:39 am rockz Post #15

ᴄʜᴇᴇsᴇ ɪᴛ!

Center horizontal location on overlord. Send overlord across the path. Presumably the units will be (much) faster than the overlord. Units reach wall. They wander around for a bit. Overlord comes over them. They now attack wall due to patrol command. If the player didn't wall, the units would never let the overlord catch up to them, and therefore, would not ever attack.

Does that help explain it?



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

Aug 16 2009, 10:18 am Metalkon Post #16



Yup that helps. :)



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