QUOTE(Red2Blue @ Dec 2 2004, 11:24 PM)
Okay, firstly I would like to thank you for bringing up this GREAT topic...
firstly, there IS NO WAY you can make a computer attack a wall unit (supply, building, etc.), even under the AI Script "Random/Strategic Suicide Missions", using only 2 players...
You, have just learned a rule about priorities...
in sc there are 2 kinds of priority,
Trigger Priority (doesn't concern this topic)
and
Unit Priority (concerns this topic)
Unit Priorities:
----------------
What the heck is a unit priority?
Well in Melee it has great strategic benefits....
firstly the definition:
Unit priority is sorta like a "to do list", starcraft programmers have decided to incorporate "brains" inside of units and allow for them to choose what unit has more priority (or first on the list) to attack..
so say you had 2 units, an SCV and a Marine and your opponent had a Hydralisk, if you were to attack the Hydralisk with your SCV, the SCV gains priority, and is attacked back from the Hydralisk... but if another unit with higher priority attacks the Hydralisk, the Hydralisk would instantly switch over to the Marine, allowing for your SCV to live... after this, the Hydralisk would attempt to kill the unit with current priority, and will not shift over to the other unit...
This example happens in your map,
the Zergling, sees the wall, and attacks it, because the building is first on its priority, or the first thing it sees, while attacking the wall, if it encounters another unit that has higher priority and it becomes attacked by it, it would switch over to the atackee... the priority also occurs if it "sees" the unit, or the unit walks within its "Seeing Range"... also noting that: "Vision Range", and "Seeing Range" are two differnt things, Vision refers to how much of "the fog of war" is displaced or uncovered when the unit walks around on the map, the "Seeing Range" refers to the units interaction with other units and enemy units.,. Anyways, the Zergling is then shot from a Ghost on a ledge, the instant the Zergling is hit, the building no longer has priority, and will switch over to the Ghost...
think of it like this... you have a fire extinguisher, a small fire bursts out on your table, so you try to put it out, then your clothes catch fire, what are you gonna put out first? your table? or your clothes? obviously you'd friggin aim that extinguisher at your clothes... but you forget that the extinguisher is made out of CO2 gas which consumes air, and you die...
thats what happens to the ling, it sees the building, then sees a ghost, and dies trying to do the right thing... (poor poor ling...)
(This is the reason why, Noobie terran people always wall the fronts of their bases, in attempts to stop zealot rushes.... -.- when will they learn that, 4 firebats in a bunker/w SCV reparing is enough to kill off any early zealot rush... so this is a melee tip really quick... an academy costs 150 minerals/refinery costs 100 minerals, firebats cost 200minerals/100gas, bunker costs 100 totaling 550 minerals and 100 gas, a wall costs 600+ minerals... id rather have those firebats...)
Priority also is shifted when units have lower life then other units... taken for example, your Overlord with 20Hp and your Overlord with 100Hp passing over an enemy Turret... the enemy turret would instantly target the weakest unit and attack it.
As a note, any unit that can attack another unit, has higher priority then a unit who cannot attack it... I.E. a Mutalisk has more priority then an Overlord...
Sorry if this doesn't come any help to you...
[right][snapback]106077[/snapback][/right]
Well lets get to the solution, create a location over the wall. Then set this trigger in your map...
| Trigger |
| Description: |
| Attack AI Script |
|
| Players: |
| ¤ Player 2 (or attacking force) |
| Conditions: |
| ¤ Non-allied victory player Brings at least 1 Building to Location 'Wall' |
| Actions: |
¤ Order all Men owned by Player 2 at Location 'Wall' to Attack to Location 'Wall'
|
| ¤ Preserve trigger |
some will still get confused, but since there is no wait on the trigger they will snap out of it very quickly. Unless your dealing with 100's of ghosts and marines this should solve the problem. otherwise use hyper triggers along with this one to speed up even those ai priorities.
on an unrelated topic. Turrets don't target the lowest hp air unit. They have a priority to target the first unit they see. I use that to my advantage when doing drop attacks on players multiple times leading with a different air transport each time.