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Staredit Network -> UMS Assistance -> Roaming Scarabs
Report, edit, etc...Posted by kao on 2004-12-25 at 22:03:48
Okay, so I'm trying to add some eye candy to my Overmind Defense Map by having a 1 box outline of the build areas occupied by roaming Scarabs. I searched this forum for it, tried what it said (Thread name was something like Scarabs, ya) and it didn't work. What I am TRYING to get is when you cast a spell (I think it's called Lightning) in Death Knights 3, scarabs are created (what seems out of nowhere) and pretty much go to Junkyard until they hit the enemy. They do not have the bright blue glow. What I need, (or would be nice), if anyone helps:

There are two sides, meaning 2 times the events.

Location: White Scarab Send [Contains a P7 Reaver, and a P8 Marine]
Location: White Scarab Recieve [anything that is here is set to Junkyard]

Location: Yellow Scarab Send [Contains a P8 Reaver, and a P7 Marine]
Location: Yellow Scarab Recieve [anything that is here is set to Junkyard]

Trigger
Players:
¤ Player 7
Conditions:
¤ Player 7 Brings at least One Scarab to 'White Scarab Send'
Actions:
¤ Move 'All' 'Scarab' for 'Player 7' at 'White Scarab Send' to 'White Scarab Recieve'.


That's the basis for moving the scarabs, but it doesn't work. The Reaver send the scarab, kills the marine, and then nothing else happens. The Reaver capacity is set to 10 Scarabs.

Any help?
Report, edit, etc...Posted by Chill on 2004-12-25 at 22:19:51
Are you using hypers?
Report, edit, etc...Posted by kao on 2004-12-25 at 22:23:02
For Player 7, I have one hyper in place.
Report, edit, etc...Posted by Urmom(U) on 2004-12-25 at 22:29:16
for hyper triggers to perform correctly you need at least 3 or 4 copies of the trigger. here is a map i was making using the roaming scarabs.

[attachmentid=3534]

check the triggers and maybe it will help
Report, edit, etc...Posted by kao on 2004-12-25 at 23:39:36
Hmm...Still working on getting it right (as in copying the triggers pretty much). I'll post when/if I get it working.

Well I got the scarab to move locations now, but after a few seconds, it blows up. *Cries*
Report, edit, etc...Posted by (U)Bolt_Head on 2004-12-26 at 00:20:51
You need to run the junkyard dog AI.
Report, edit, etc...Posted by kao on 2004-12-26 at 00:56:22
Trigger
Players:
¤ Player 7
Conditions:
¤ Always.
Actions:
¤ Move All Protoss Scarab (Disappears) for Player 7 at 'White Scarab Send' to 'White Scarab Recieve'
¤ Execute AI Script 'Set Order Unit To: Junk Yard Dog (Roam Around) at 'White Scarab Recieve'
¤ Preserve Trigger
¤ Comment: Teleport + Junkyard AI


Is there anything wrong with it? [The scarabs are moved successfully]

Do I have to have the location that's running Junk yard emcompass the whole area where the scarab can go? If so, that might be a problem.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-26 at 03:05:05
One note about an overmind defence. GET RID OF CARRIERS. they max out the map like nothing. imagine 16 carriers. x8 interceptors. lotsa units. so get rid of them and do a trigger set like.

Players:All Players
Conditions:Bring a carrier to anywhere
Actions:Move location (x) on carrier owned by current player at anywhere

Players:All Players
Conditions:Bring a carrier to anywhere
Actions:Remove Carrier,Create (A hero that is good like a carrier) at Location (x) for current player

With working hypers the triggers will fire fast enough so that you only need one location. This will do 2 things. Reduce that lag with a swarm of interceptors in your face moving constantly. And lower maxing out rate drastically.

Note:If u do the triggers like this I advice putting them next to eachother and in the order given.
Report, edit, etc...Posted by Clokr_ on 2004-12-26 at 06:51:50
kao, even with that method of move and junk yard dog they blow up randomly. Just keep filling the reaver when you need more, like:

Trigger
Players:
¤ Player 7
Conditions:
¤ Current Player brings at most 7 scarabs to 'Location'
Actions:
¤ Set hangar count: Set to 1 to all reaver for player 7 at 'location'
¤ Preserve Trigger
Report, edit, etc...Posted by kao on 2004-12-26 at 16:58:27
Okay, it seems they'll explode no matter what. I think I might need to change the terrain (it goes in a huge square to be effective).

And I've already thought about the carrier problem. I was thinking of limiting the carriers at a max to 4, and NOT restocking them. The Interceptors would die very easily (I will be cutting the HP on all units, and even more on some) to make the game balanced. The Interceptors will probably do 3 damage, and have under 40 total Hit Points.

Also, to combat the Arbiter + Carrier problem, I am thinking of giving vision to the opposing overmind when the enemy has at least 10 carriers and one arbiter. I *hate* cloak/uncloak on 3000000 interceptors.

Anything else you guys would like to see implemented?

EDIT: I could constantly restock the carriers, but put them at a max of 2 or 3, and have like a 6-7 second long build time so it's not still constant. Hmm...
Report, edit, etc...Posted by kao on 2004-12-27 at 04:14:21
Yes, a bump. I just figured no one would check the thread if I edited the previous post. Whatever.

I changed the terrain, and added some reavers. It works now, all that I need. I'm still debating on whether to remove or keep the carriers, though. Any input from you guys would be nice on the carriers.
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