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Staredit Network -> UMS Assistance -> scarab movement
Report, edit, etc...Posted by constipation on 2006-05-14 at 01:13:14
yes i was making a map with scarabs, and i have a unit grid set up with 5 switches for movement (right left up down stop) and i cant seem to get it to work. is there any way to make a scarab move using triggers and a unit grid?
Report, edit, etc...Posted by Lyon on 2006-05-14 at 01:40:03
er....Dont you have to continously use the "Junk Yard Dog Roaming" system to make Scarabs move? i dont know cause i've never tried it but...im pretty sure thats how you do it.
Report, edit, etc...Posted by Demaris on 2006-05-14 at 03:20:35

Use the AI scripts"Set Generic Command Point" to set where you want them to move, and the script "Make these units Patrol" to make them actually move.


Junkyard dog makes them move randomly.
Report, edit, etc...Posted by Marandule1 on 2006-05-14 at 03:22:11
i dont think there any other way unless you place the reavers where you want the scarabs to go then move the scarabs from point a(reavers) to point b(away from reavers)
attacking a another unit that is cloose to the reavers to obviously make them come out.
*Make sure you dont move them away too far or they will soon die.
Report, edit, etc...Posted by in_a_biskit on 2006-05-14 at 03:43:11
The method posted by Demaris is a good method for ordering scarabs to move.

There shouldn't be a problem with using unit grids to set the location to move to. Scarabs move very fast, though, so it may be that the scarabs can move further than one 'unit-grid-step' within a trigger cycle even if with hypertriggers - so you may want to apply a grid more than once to put the destination location further away from the scarab position.

You may also find some problems with trying to make scarabs stop without dying.
Report, edit, etc...Posted by constipation on 2006-05-14 at 11:23:09
ok thanks, and i have the grid constantly over the scarab so there wont be a problem with that. im going to go and try it using the ai script method.

Edit: I cant get the ai to work, i have it set up where there are 10 triggers using dropship controls. 4 small units are move in the directions, and a large unit is stop (i might remove stop) 5 triggers set one of 5 switches and disables the rest. the other five constantly tell it to move to the grid location.

i have one set up where it uses ai

Conditions:
Current player brings at least 1 protoss scarab to "arena"
Switch "p1 right" is set

Actions:
Run ai script Set generic command target at "P1 right"
Run ai script patrol at "P1 Scarab"
Comment
Preserve
Report, edit, etc...Posted by Noober on 2006-05-14 at 11:53:18
You can't run those ai scripts for a human controlled scarab... Yeah I know, it sucks. Try giving the scarab and trigger to a computer; it should work.
Report, edit, etc...Posted by constipation on 2006-05-15 at 16:40:16
wow, i should of known that... wasnt thinking... alright thanks ill try it with a computer now.
Report, edit, etc...Posted by Mp)7-7 on 2006-05-15 at 17:21:06
If junkyard dog doesnt work for you you could have a location at each corner and set a path for the units (scarabs) to follow

Location 1 on top left, Location 2 on top right, Location 3 on bottom right, Location 4 on bottom left.

Ex. Have some units strat at each location

1st Trigger (Idont use always) wont work

-Player brings at least 1 of any unit a Location 1

-Order unit owned by player to Location 2

2nd Trigger

-Player brings at least 1 of any unit at Location 2

-Order unit owned by player to Location 4

3rd Trigger

-Player brings at least 1 of any unit to Location 4

-Order unit owned by player to Location 3

4th Trigger

-Player brings at least 1 of any unit to Location 3

-Order unit owned by player to Location 1

Preserve all triggers

they will do a zig-zag, having more than one and them at different location will make it look like they are going randomly to one side to another, not in a line, like they really are.

For this to work you must have Hyper Triggers!

Report, edit, etc...Posted by sharf on 2006-05-15 at 17:44:53
Hey con happy.gif, my thoughts on the topic make a burrowed unit the scarab would attack in the grid? like move the ling were u want it and have the scarab move there?
Report, edit, etc...Posted by Noober on 2006-05-15 at 17:48:14
Scarabs cannot be ordered to move.
Report, edit, etc...Posted by sharf on 2006-05-15 at 17:53:22
You refering to my post? if you are i know, the unit will be burrowed and moved to were ever and have the scarab (DEFAULT) attack the burrowed unit, and make sure the scarab never encounters the unit
Report, edit, etc...Posted by Noober on 2006-05-15 at 17:54:14
No, 7-7's.
Report, edit, etc...Posted by JaFF on 2006-05-16 at 14:15:26
QUOTE(in_a_biskit @ May 14 2006, 10:42 AM)
You may also find some problems with trying to make scarabs stop without dying.
[right][snapback]486284[/snapback][/right]


Why should there be a problem ? If the scarab reaches the generic command location it should stop in it.
Report, edit, etc...Posted by WoodenFire on 2006-05-16 at 14:29:54
I find this topic kinda interesting. :l
Report, edit, etc...Posted by Kenoli on 2006-05-16 at 14:44:57
QUOTE
I find this topic kinda interesting. :l
I don't. :l
Report, edit, etc...Posted by Mp)7-7 on 2006-05-16 at 15:44:32
Oh ya, I must not have been thinking, Scarabs obviously arent being able to be moved, just scratch out what i said earlier, go with the ling being burrowed and unburrowed, that would be the best out of all I can think of!
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