Say you have 7 human players and they are fighting an enemy comp. Is it possible to make a spell that shoots random scarabs for the humans that target enemy computer units around the heroes? I've searched the forum for anything related to scarabs and all I could find was dealing direct damage to humans.
None.
You need at least 1 AI that is unallied to the computer for it to work so it would be 6 vs. 1.
None.

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
There is a way, however it could become a little tedious to set up and I'm not sure if the targetting works:
Have comp reavers attack any target.
Take the scarabs they shoot, apply the AIs you want, then give the reavers to the casting player. The scarabs they shot will also be given, but I'm not sure if they aquire new targets according to their old AI (which remains active).
Issue Reavers at an invisible location (LOCATION X) to attack an unreachable target (Say a 50,000 hp Supply Depot).
Take those scarabs and move them to Hero, lets call this HERO LOCATION.
Lets assume your unit is a Marine. Center location HERO LOCATION on Marine.
Again, I'm going to use a 5x5 location example. HERO LOCATION = 5x5 tile box.
Also, HERO LOCATION 2 will be 7x7.
And ARENA will just be anything.
P1 - P6 are Human players
P7 is SFX generation
P8 is Enemy.
(We will perform this test only for P1).
Move (variable) SCARAB at LOCATION X to HERO LOCATION.
Issue (attack script? or was it junkyard... something among these lines)...
Player 7 commands at most 0 scarab at HERO LOCATION.
Player 7 commands at least 1 scarab at HERO LOCATION 2.
Always kill all SCARAB at ARENA
More locations would make the shots more precise, and therefore, allow you to add more scarabs.
This system (using the 2 centered locations) is mainly only good for 1-5 scarabs).
You can try to experiment and stuffs.
None.

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Issue Reavers at an invisible location (LOCATION X) to attack an unreachable target (Say a 50,000 hp Supply Depot).
Take those scarabs and move them to Hero, lets call this HERO LOCATION.
Lets assume your unit is a Marine. Center location HERO LOCATION on Marine.
Again, I'm going to use a 5x5 location example. HERO LOCATION = 5x5 tile box.
Also, HERO LOCATION 2 will be 7x7.
And ARENA will just be anything.
P1 - P6 are Human players
P7 is SFX generation
P8 is Enemy.
(We will perform this test only for P1).
Move (variable) SCARAB at LOCATION X to HERO LOCATION.
Issue (attack script? or was it junkyard... something among these lines)...
Player 7 commands at most 0 scarab at HERO LOCATION.
Player 7 commands at least 1 scarab at HERO LOCATION 2.
Always kill all SCARAB at ARENA
More locations would make the shots more precise, and therefore, allow you to add more scarabs.
This system (using the 2 centered locations) is mainly only good for 1-5 scarabs).
You can try to experiment and stuffs.
He obviously knows how to work with scarabs. But he's asking for a solution that needs at most 1 computer which is also the target.
move fired scarabs from a computer unallied to the target then run junkjard dog over them, theyll target a near by enemy, if they dont encounter one theyll randomly spread out in a web style pattern and go to die off, good if you want a situation that has conditional damage like if theyre closer theyll get hit more or it has differing damage like spells in rpgs, though to set the reavers up you may need some spare room, and make sure their target(s) dont die, also dont forget to set their hangar amounts.
None.
He obviously knows how to work with scarabs. But he's asking for a solution that needs at most 1 computer which is also the target.
Quite simple actually.
Method One:
Have your own Reaver attacking a building in a hidden corner. Bottom corners work best, lifted unit or something to block?
Method Two: (May not work)
Above method, but the scarabs are moved to Location B, given to the selected player, and moved to HERO LOCATION.
More methods, but frankly, its 2:30am. I'm going to sleep.
None.
The AI script is Random suicide mission. Then give it to the casting player. Units that are given from computers to players will still have the last ai script that was used on it running.
None.

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
He obviously knows how to work with scarabs. But he's asking for a solution that needs at most 1 computer which is also the target.
Quite simple actually.
Method One:
Have your own Reaver attacking a building in a hidden corner. Bottom corners work best, lifted unit or something to block?
Method Two: (May not work)
Above method, but the scarabs are moved to Location B, given to the selected player, and moved to HERO LOCATION.
More methods, but frankly, its 2:30am. I'm going to sleep.
Method 1: How are you going to apply an AI to a human player?
Method 2: What's happening at B and why? Who is the selected player? Casting human or, comp enemy? Sry I don't get that one.
Method One:
P8 (Enemy) reaver is firing at a P9 structure. From there, the scarabs are given to P1, and fired off. (Probably not possible, it was really late, but I think I came up with something else).
Method Two:
To prevent any lapses and gameplay/vision problems, they are moved to a 3x3 tile area where if they do happen to die off, it doesn't look ugly. Selected player can be anyone who the casting thing is for.
None.

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Method One:
P8 (Enemy) reaver is firing at a P9 structure. From there, the scarabs are given to P1, and fired off. (Probably not possible, it was really late, but I think I came up with something else).
Thanks for repeating my suggestion:
There is a way, however it could become a little tedious to set up and I'm not sure if the targetting works:
Have comp reavers attack any target.
Take the scarabs they shoot, apply the AIs you want, then give the reavers to the casting player. The scarabs they shot will also be given, but I'm not sure if they aquire new targets according to their old AI (which remains active).
Method Two:
To prevent any lapses and gameplay/vision problems, they are moved to a 3x3 tile area where if they do happen to die off, it doesn't look ugly. Selected player can be anyone who the casting thing is for.
That is merely an expansion of the same principle. But yes, it could improve my method.

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
There is a way, however it could become a little tedious to set up and I'm not sure if the targetting works:
Have comp reavers attack any target.
Take the scarabs they shoot, apply the AIs you want, then give the reavers to the casting player. The scarabs they shot will also be given, but I'm not sure if they aquire new targets according to their old AI (which remains active).
They won't search for another target. At least not with a "suicide script". They will try to attack their latest target which was the player's unit.
The only solution I can think of would have the ai firing at a p9's burrowed unit (which means that the ai has to be allied to all other players during the spell). After the scarab aquired the target (p9), teleporting and running the "random suicide mission ai script", you need to give it to a player (-> scarab causes damage to the computer).
But all solution shouldn't be as good as using a second computer to fire the scarabs.