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Staredit Network -> UMS Assistance -> Scarab Issue
Report, edit, etc...Posted by Wilhelm on 2007-01-14 at 18:59:10
I've noticed, though I haven't experimented much with it, that Scarabs will simply explode after a given amount of time if they can't reach a target. Now, I've thought this out for a bit, and I think it's fairly reasonable, that to achieve a "starry sky" effect on non-space tilesets, to some have scarabs placed variously on null, frozen in one location, attempting to move. I'm wondering, is there any real way to do this? I'd be content if it could only be done with one scarab location (for a "sun"), but it'd be really cool to see something more.
Report, edit, etc...Posted by dumbducky on 2007-01-14 at 19:21:30
Create a large platform of the walkable null. Have a location over it. Just teleport scarabs there.

You have to have reavers firing at something from a spot to teleport them. Have a bunch of invincable reavers shooting at anything. Constantly telport the scarabs to the sun spot or w/e, and keep restoring the reaver's scarabs. This should achieve the effect you want.
Report, edit, etc...Posted by Falkoner on 2007-01-14 at 20:33:51
Make a location outside the map using starforge, then, using hypertriggers, constantly teleport the scarabs to that location. I think that will work, but I'm not sure if it works on scarabs.
Report, edit, etc...Posted by Felino on 2007-01-15 at 06:20:04
Look on this map. They do it on this test map, Have a play with it while you are at it.

Report, edit, etc...Posted by Wormer on 2007-01-15 at 15:37:21
It is possible for a one Scarab. Just make the location and permanently (with Hyper Triggers) execute a trigger with two actions: Run AI script 'Set Generic Command Target' at 'Location' and Run AI script 'Make These Units Patrol' at 'Location'. You can even move that location and the scarab would follow it. The only problem that standing scarab dont glow happy.gif

By the way mebe this is possible for some number of scarabs. If only their Generic Command Target would not interfere... I dont know.
Report, edit, etc...Posted by Felino on 2007-01-15 at 16:32:39
All you need is just the reaver (s) on an isolated area, an enemy building, and teleporting the scrabs to another location. But there bust be a track provided. Like in the map above.
Report, edit, etc...Posted by Yobbo on 2007-01-15 at 17:12:06
Couldnt u just use sprites?
Report, edit, etc...Posted by Falkoner on 2007-01-15 at 17:49:02
That question doesn't even deserve an answer.

My way, if it works at all, would work for massive amounts of scarabs.
Report, edit, etc...Posted by T-a-r-g-e-t on 2007-01-17 at 14:21:06
http://www.staredit.net/index.php?download=6426
Report, edit, etc...Posted by Angelfarto on 2007-01-23 at 18:02:15
a more in-depth map example on how to actually move a scarab to whatever location you want: Scarab Control.scx [attachmentid=22695]

yea, like wormer said, you could probably put 2 locations really close together and just, 'if compuer brings scarab to Loc B, move it back to Loc A. if bring to A, move to B'.. plus infinity. (using the trigs in my example map to actually move it)

A few Problems tho:
1. Scarab might not glow since its not moving much (as wormer also said)
2. Reaction time of 'Set Generic Command Target' and 'Make These Units Patrol' is slow
3. Scarabs tend to suicide if they dont find something to kill after patrolling between two locations


The example map gets around the suicide by always centering a location on the scarab (say, Loc C). Then it tells the scarab in one trigger:


Trigger
Description:
Move a scarab
Players:
¤ Any Computer
Conditions:
¤ Whatever..
Actions:
¤ PreserveTrigger();
¤ RunAIScriptAt(Set Generic Command Target, Loc C);
¤ RunAIScriptAt(Make These Units Patrol, Loc C);
¤ Wait(0); // important
¤ RunAIScriptAt(Set Generic Command Target, Loc D);
¤ RunAIScriptAt(Make These Units Patrol, Loc D);



Loc D is where we want the scarab to go.

Loc C is always moving, so the scarab never does a round-trip-patrol, and therefore never wants to suicide. (tho it still does sometimes...)

The reaction time idk. (probably ~500ms) It seems built into scarab movement. or maybe the AI script SetCommandTarget or PatrolUnit..


ADDITION:
and yes, interceptors are just as easy, if not easier (cuz they dont die) [attachmentid=22698]
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