a more in-depth map example on how to actually move a scarab to whatever location you want: Scarab Control.scx [attachmentid=22695]
yea, like wormer said, you could probably put 2 locations really close together and just, 'if compuer brings scarab to Loc B, move it back to Loc A. if bring to A, move to B'.. plus infinity. (using the trigs in my example map to actually move it)
A few Problems tho:
1. Scarab might not glow since its not moving much (as wormer also said)
2. Reaction time of 'Set Generic Command Target' and 'Make These Units Patrol' is slow
3. Scarabs tend to suicide if they dont find something to kill after patrolling between two locations
The example map gets around the suicide by always centering a location on the scarab (say, Loc C). Then it tells the scarab in one trigger:
Trigger |
Description: |
Move a scarab |
|
Players: |
¤ Any Computer |
Conditions: |
¤ Whatever.. |
Actions: |
¤ PreserveTrigger();
|
¤ RunAIScriptAt(Set Generic Command Target, Loc C);
|
¤ RunAIScriptAt(Make These Units Patrol, Loc C);
|
¤ Wait(0); // important
|
¤ RunAIScriptAt(Set Generic Command Target, Loc D);
|
¤ RunAIScriptAt(Make These Units Patrol, Loc D); |
Loc D is where we want the scarab to go.
Loc C is always moving, so the scarab never does a round-trip-patrol, and therefore never wants to suicide. (tho it still does sometimes...)
The reaction time idk. (probably ~500ms) It seems built into scarab movement. or maybe the AI script SetCommandTarget or PatrolUnit..
ADDITION:
and yes, interceptors are just as easy, if not easier (cuz they dont die) [attachmentid=22698]