Staredit Network

Staredit Network -> UMS Assistance -> Mass/Bunched up units?
Report, edit, etc...Posted by Drakiel on 2005-01-20 at 13:44:17
I have this starship troopers map where tons of zerglings invade (right to left) a base which the players must defend, while making an offencive.

Well I have about 12 location top to bottom (right side) respawning units constantly, and ordered to patrol (or attack, both don't work) to one of the 12 locations on the opposite side.

That, aswell as random and/or strategic suicide missions, seem to bunch the zerglings up no matter what.

By the time the lings reach the base, it seems like 3 lines are formed at certain points of the base.

How the HECK do I scatter all the lings throughout the whole map... (without shortening the distance the lings have to run)

I don't WANT to post the map, but if enough people request it, I guess I will.
Report, edit, etc...Posted by LegacyWeapon on 2005-01-20 at 13:50:09
Using more than 1 AI will mess up their first order (I'm pretty sure). I would patrol, and then when they reach the all, junk yard dog them. So make a location close to the wall to junk yard dog and if they get too far, then make them patrol forward again.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-01-20 at 13:57:55
Its proboly just the terrain messing with the pathing AI. Is the base compleatly open or are there 3 enterances?
Report, edit, etc...Posted by Drakiel on 2005-01-20 at 17:19:11
(Drakiel)
Well it's completely open, it's structure with as many ramps as will fit.
So it's pretty much open.
As for the terrain, hardly any objects are in the way. There are many objects, but the pathing goes around it.

Yes, only 1 AI script is running at once when doing AI scripts.

But when "ordering" units, they are all seperate to their locations. Which CAN be running at the same time, I believe.

So... ya.

Any other ideas? I'm elsewhere now, but tonight when I get home, I'll post it if you guys want.
Report, edit, etc...Posted by SA_Max71 on 2005-01-20 at 17:43:24
how about using "send all units on stragitic suiside mission" or "send all units on random suiside mission" instead of the junk yard dog and the 12 locations? Although it's just a thought, it might work.
Report, edit, etc...Posted by Urmom(U) on 2005-01-20 at 17:47:47
you need to read the posts above before you post an answer
QUOTE
That, aswell as random and/or strategic suicide missions, seem to bunch the zerglings up no matter what.


heres some more suggestions for you: fix up the terrain like bolt head said or you could try something that yoshi tested out once. it was something where if you junkyarded neutral units they will run towards the corners or the map. so maybe you could have the spawned units start out for p12 and then junkyard then and eventually give them back. its worth a try but im not positive either if itl work.
Report, edit, etc...Posted by Drakiel on 2005-01-20 at 17:49:18
QUOTE(Drakiel @ Jan 20 2005, 06:44 PM)

That, aswell as random and/or strategic suicide missions, seem to bunch the zerglings up no matter what.
[right][snapback]128796[/snapback][/right]


Yes with "and" that would be with multiple comps.

But yea, that doesn't work, they bunch up even MORE, dunno why? Guess they ALL pick a random point (unallied units) to attack?
Report, edit, etc...Posted by LegacyWeapon on 2005-01-20 at 19:06:48
QUOTE(LegacyWeapon @ Jan 20 2005, 01:50 PM)
Using more than 1 AI will mess up their first order (I'm pretty sure). I would patrol, and then when they reach the all, junk yard dog them. So make a location close to the wall to junk yard dog and if they get too far, then make them patrol forward again.
[right][snapback]128800[/snapback][/right]

Did you read mine?
In the spawn, make the units patrol to this place where it junk yard dogs before the ramp. If they leave the area in front of the ramp and go farther away, then make them patrol again. If they get over the ramp, then make them patrol to the end.
Report, edit, etc...Posted by Drakiel on 2005-01-21 at 15:27:40
Well I'm sort of a liar, terrain was part of it... but.. ehh...
Removed it and it looks a LITTLE better, but they still bunch up.

Whenever I try to add file it gives me this error:

The requested file upload failed because suitable permissions have not been enabled on the 'uploads' directory. Please contact the board administrator and inform them of this error.

*shrugs*
Guess I'lll try to post later.
Report, edit, etc...Posted by Turin on 2005-01-21 at 17:25:12
If you have the terrain going from one type to another units go diagonal for about one square distance in some kind of pattern depending on the terrain. By different types of terrain, I mean dirt to mud, grass to jungle, anything that is a different normal type and is on the same level (so would allow passage). Look at Sunken Defense 0.2 for an example: the civilians go zig-zaggy when ordered to go somewhere because "Heroes" is spelled out with CRUSHED ROCK when the area is in SAND.
Check for differing types of terrain.
Report, edit, etc...Posted by Drakiel on 2005-01-21 at 17:50:32
K uploading files finally works.
Here's the game with NO terrain in the way, "no" at the end of the document name.

The other has terrain.

Having no terrain helps, but if you notice, even without terrain, they still sorta bunch up before they hit the base.
Making maybe... (guessing) 5 different points of intersection.

Should I just set the lings on rally points?
Move to here, then to here, then to here, then to base? (forcing them to move scattered)
Report, edit, etc...Posted by chuiu on 2005-01-22 at 03:19:56
You should try creating locations around the spots where you want them to go and order them JYD once they enter the location, then wait a while before you order it again.
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