I made the roaming scarabs trigger, as the turorial indicated, and yes, they move to the location I indicated, but they explode. Now, do they always explode? In tuxe's maps they dont seem to... Can anyone help me with this?
when scarabs meet the their destination they will explode no matter wat...just like in the real game after the scarab is sent to the enemy if the enemy died b4 the scarab can get to it, it will still explode in the spot where the enemy once was...im not sure how u can get it to not explode :-\ lol but i no what i stated above for a fact...anyway just try different things like adding junk yard dog effect or something i really have no idea but maybe u can think of something off of wat i stated above...
^^thx, will try junkyard. But they die even before they reach destination. Maybe its to far?
Just have the reavers somewhere, then move (teleport) them to the area you want, and use Junk Yard Dog.
They will eventually explode though, scarabs normally do no matter what.
Scarabs wont seek and kill in junkyard dog (even if they are junkyard dog around enimes?)?
The last time I tried it, I set a generic command point and used the "make these units patrol" script; and the scarabs didn't seem to explode for at least five minutes, nor even attack enemy units...
Allright, so I gave it anoyhet shot, so I screwed up again. (THis is really bad for my ego)
Anyways, I tried the ''move scarabs to location'' and ''yunkjard dog'' this time. The moving thing works, but the scarabs dont seem to go anyway, does give a cool effect. A whole big bunch of scarabs just exploding, might use that instead...
Make sure that the reavers and triggers are owned by a computer, not a human.
Addendum:I did some testing and noticed the following things:
- A reaver can only have one 'active' scarab at a time (i.e. if the first scarab hasn't exploded yet, the reaver won't shoot another one).
- If you simply move the scarabs, they seem to want to keep attacking whatever they were attacking before. They explode soon regardless of whether they reach the target or not.
- If you move the scarabs and use "Make these units patrol" without setting a generic command target, they will patrol semi-randomly, in the general direction of their old target, attacking other enemy units in their sight. If there are no enemy units around, then some of the scarabs will seem to last forever, or for at least ten minutes (a few explode initially).
- If you move the scarabs and use "Set unit order to: Junk Yard Dog", then the scarabs will fly all over the place, attacking enemy units near them. After some initial explosions, some of the scarabs seem to last forever.
- If you move the scarabs and use "Set generic command point" and "Make these units patrol" (for the same player), then the scarabs will patrol to the generic command point, a few may explode initially, but mostly they seem to last forever. They will attack enemy units near them.
- If you set a generic command point for one player, it has no effect on any other player.
- If you use "Set unit order to: Junk Yard Dog" and preserve it on all scarabs with hypertriggers, then the movement of the scarabs is much more erratic, stopping often and changing direction often. The scarabs will not attack units near them, and explode quickly (not splashing enemy units).