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Staredit Network -> UMS Assistance -> a few questions...
Report, edit, etc...Posted by Kyuubi. on 2006-03-06 at 20:10:32
the first question is about the disable invincibility unit action...i've noticed it takes some time before it actually disables the invincibility state for a unit. how or what does it take to disable a unit's invincibility state faster?if not whats the minimal time will it take before it disables it?

my second question is about the high templar ai..it sometimes randomly storms enemies when left alone, while it doesn't somtimes...and at most of the time, it'll storm when you attack...and on the other hand sometimes,it'll just run or walk away without storming when attacked...know the ai is strange...anyway to control it to do a specific thing?
Report, edit, etc...Posted by EcHo on 2006-03-06 at 20:43:10
1) hyper triggers
2) Suicide Mission AI Script
Report, edit, etc...Posted by Kyuubi. on 2006-03-06 at 23:00:23
QUOTE(Echo @ Mar 6 2006, 05:43 PM)
1) hyper triggers
2) Suicide Mission AI Script
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not sure what you're referring too...for one thing,hyper triggers are already in...but they wouldnt have any effect on that..

not really sure what suicide mission ai would do for the high templar or the computer controlled units
Report, edit, etc...Posted by KaboomHahahein on 2006-03-06 at 23:04:30
The High Templar should always storm if you attack it with a ranged unit and the High Templar has energy + researched to do so. If you attack it with a melee unit, it will try and get away so it can storm it without harming itself so maybe that is the problem?
Report, edit, etc...Posted by xws on 2006-03-06 at 23:44:54
With disable invincibility I think it takes place instantly, but you have to reselect the unit for it to show up that way for the player.
Report, edit, etc...Posted by HeRtZ on 2006-03-07 at 00:18:19
QUOTE(xws @ Mar 6 2006, 08:44 PM)
With disable invincibility I think it takes place instantly, but you have to reselect the unit for it to show up that way for the player.
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No you don't
Report, edit, etc...Posted by Kyuubi. on 2006-03-07 at 03:13:34
QUOTE(KaboomHahahein @ Mar 6 2006, 08:04 PM)
The High Templar should always storm if you attack it with a ranged unit and the High Templar has energy + researched to do so. If you attack it with a melee unit, it will try and get away so it can storm it without harming itself so maybe that is the problem?
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i have all the requirements for the high templar to storm,energy for casting is 0 and researched by default for it...

well as i said the templar ai is very wierd...i attack it and it storms anyway regardless of where its at even at itself, even if the attack is melee...but i guess its ai is random though..like 80% of the time it storms whenever its attacked,10% of the time,it storms anything(not even at the unit attacking it) when attacked or left alone randomly if an enemy units is near it, or just runs away to safety and not storming...so what if i just wanted it to just storm anything randomly?

ADDITION:
sorry if i double posted, but i have one more question...

the ai script 'set generic command target' would mean that a unit would focus attacking at that location right?that would change what a scarab would be attacking right?
Report, edit, etc...Posted by xws on 2006-03-07 at 10:03:37
QUOTE(HeRtZ @ Mar 7 2006, 01:18 AM)
No you don't
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Yes you do

Please actually test stuff if you are going to try to correct someone.
Report, edit, etc...Posted by Kenoli on 2006-03-07 at 10:43:01
QUOTE
the ai script 'set generic command target' would mean that a unit would focus attacking at that location right?that would change what a scarab would be attacking right?
The "Generic Command Target" is a point on the map, you can move it around with that AI Script.

As far as I know, it's only use is in conjunction with the "Make these units Patrol" AI Script. It makes units patrol to the Generic Command Target.
Report, edit, etc...Posted by Kyuubi. on 2006-03-07 at 13:24:45
i thought once a scarab has chose its target to attack, its fate is sealed or something...if i just plain move it with a trigger, it'll still go to the target to attack or goes back where it was going to attack...anyway with the 'set generic command target' and 'make these units patrol' script would make its ai reset and choose another target or find one on its own?

So i can just do like,

Condition;
-anything
Action;
-move 10 scarabs for player 8 at 'location to 'location1'
-run ai script 'set generic command target' at 'location2'
-run ai script 'make these units patrol' at 'location1'
-preserve trigger
Report, edit, etc...Posted by Kenoli on 2006-03-07 at 13:38:34
A Scarab will patrol like any other unit. It will move from point A to point B and back untill it finds a target, and then it will attack it.

Also, sometimes they will expire and die after a certain amount of time after being fired from the Reaver. I think there's a way to make them last longer but I can't remember what it is...
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