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Staredit Network -> UMS Assistance -> Advice on attacking triggers for enemy
Report, edit, etc...Posted by ComradeMirror on 2006-05-21 at 11:12:28
Yeah, this may sound noobish but here goes, I need help on sort of "attacking" triggers. Right now I'm using a "ordering" trigger for the enemy to "attack" to a location. But they merely just run past the player and run to the point and just start attacking buildings. Once in a while they attack the players since they are unallied. Should make them attack a location that is following a player. If so should I add more spawning points than one for each player? Advice please.
Report, edit, etc...Posted by Random_X2 on 2006-05-21 at 11:16:57
Hmm thats a toughie. I don't really think there's much you can do about that, though you could bring the location a little closer to the units so they can attack on their own eventually. Maybe a PATROL order, followed by attack when the enemy has a low amount of men left. OR you could combine em, so you attack to a location OUTSIDE the enemy base, followed by a patrol in the enemy base (so if they go back, they dont go far). It's really you're choice how you do it, but I don't think there is a stricter form of attack. If it's computers, maybe you could try running different AI scripts...?
Report, edit, etc...Posted by ComradeMirror on 2006-05-21 at 11:20:02
QUOTE(Random_X2 @ May 21 2006, 08:16 AM)
Hmm thats a toughie. I don't really think there's much you can do about that, though you could bring the location a little closer to the units so they can attack on their own eventually. Maybe a PATROL order, followed by attack when the enemy has a low amount of men left. OR you could combine em, so you attack to a location OUTSIDE the enemy base, followed by a patrol in the enemy base (so if they go back, they dont go far). It's really you're choice how you do it, but I don't think there is a stricter form of attack. If it's computers, maybe you could try running different AI scripts...?
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No I'm not using AI Scripts but I will try your method. So your saying I should put the attacking locations closer to the base instead of in the middle(current) and than add patrolling locations in my base just incase they run away?
Report, edit, etc...Posted by JaFF on 2006-05-21 at 11:20:37
If you want them to be more agressive, try using the patrol command.
Report, edit, etc...Posted by Random_X2 on 2006-05-21 at 11:23:56
QUOTE(ComradeMirror @ May 21 2006, 10:19 AM)
No I'm not using AI Scripts but I will try your method. So your saying I should put the attacking locations closer to the base instead of in the middle(current) and than add patrolling locations in my base just incase they run away?
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Thats not EXACTLY what I'm saying. What I meant was bring the attacking location closer to the edge of the enemy base (not too close), and then the patrolling location inside the ENEMY base. Since patrol is generally on everything, including units, it should work. Since they start the patrol from the attacking location, which is outside the enemy base, even if they run backwards (if patrolling units have nothing to attack they run back) they will run right back in!
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