Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: comps not attacking properly
comps not attacking properly
Jun 25 2010, 11:49 pm
By: tentons01  

Jun 25 2010, 11:49 pm tentons01 Post #1



Okay so in my map, the comp spawns units at a location, and i make them order:attack to another location. They are suppose to attack every enemy unit that they see, but they dont. Instead they only attack units that attack them first. So if nothing attacks a unit, then the unit just keeps walking. Any idea how to fix this?



None.

Jun 25 2010, 11:57 pm NudeRaider Post #2

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

order:patrol




Jun 25 2010, 11:59 pm tentons01 Post #3



wel i tried that and it messed up, when the units bunch up to attack something, they sometimes patrol back without going all the way to the end, then going back to the location they stopped at, and it keeps on going like that. So basicly, some units never reach the end. And if this helps, i use hyper triggers.

Would makeing a location covering the entire track, that every few seconds makes the order:patrol command trigger again, fix this? I think i can do this useing death counters.



None.

Jun 26 2010, 12:42 am StarBlue Post #4



add an unally trigger, just in case any of your other triggers screwed up the ally status.
EDIT:
Just trying to help, if it doesn't work, don't bitch to me like most people do >_>



None.

Jun 26 2010, 12:44 am tentons01 Post #5



i have one set up. its a preserve trigger so it should take care of that



None.

Jun 26 2010, 12:45 am StarBlue Post #6



you could also make a trigger that commands your people to attack automatically, that way the comp would fight back.



None.

Jun 26 2010, 12:46 am tentons01 Post #7



Quote from StarBlue
add an unally trigger, just in case any of your other triggers screwed up the ally status.
EDIT:
Just trying to help, if it doesn't work, don't bitch to me like most people do >_>
lol no worries (:



None.

Jun 26 2010, 1:51 pm Azrael Post #8



Quote from tentons01
Would makeing a location covering the entire track, that every few seconds makes the order:patrol command trigger again, fix this? I think i can do this useing death counters.
It should work, DC timer should be at least 36 or so.

If it doesn't work for some reason, try using multiple destinations along the way, so they patrol from A to B, then B to C, C to D, etc. If any attempt to go backwards, they will get caught in the most recent checkpoint and be turned back the right way.

Post has been edited 2 time(s), last time on Oct 12 2010, 12:08 pm by DevliN. Reason: Mineral abuse.




Jun 26 2010, 4:27 pm DavidJCobb Post #9



If you cover the entire track, they'll go to the center of the location -- the center of the track, not the end. Have one location at the end and patrol the units multiple times, periodically, to that location. Time it with death counters. Don't just order every trigger cycle, or the units' attempts to attack may break.



None.

Jun 26 2010, 4:59 pm Azrael Post #10



He meant using a track-wide location for the unit's starting location, not the destination one.

Post has been edited 2 time(s), last time on Oct 12 2010, 12:08 pm by DevliN. Reason: Mineral abuse.




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[12:32 pm]
Oh_Man -- yea APM vs eAPM
[08:48 am]
NimoStar -- plus most of the human APM is just spam clicking APM inflation
[08:47 am]
NimoStar -- the thing with the "*12" thing is completely misleading. The AI isn't using two control groups, it can use each of those actions to command a single unit individually and issue different commands to each single unit.
[08:06 am]
NudeRaider -- NudeRaider
NudeRaider shouted: Oh_Man Artosis hasn't caught on how devastating the perfect focus fire is. With the mutas he was like "the Mutas always seem to have less hp than against a human". But he didn't notice that the flock he had selected always just had one muta that was hurt. Same with the wraiths here. He's talking about how valks+wraith is gonna destroy Pluto's valks, then 5s later he's dumbfounded the human player's air is just gone and he never figured out why. And for some reason didn't even think to go back and look at the battle.
*Pluto's wraiths
[08:05 am]
NudeRaider -- Oh_Man Artosis hasn't caught on how devastating the perfect focus fire is. With the mutas he was like "the Mutas always seem to have less hp than against a human". But he didn't notice that the flock he had selected always just had one muta that was hurt. Same with the wraiths here. He's talking about how valks+wraith is gonna destroy Pluto's valks, then 5s later he's dumbfounded the human player's air is just gone and he never figured out why. And for some reason didn't even think to go back and look at the battle.
[02:18 am]
Oh_Man -- Close enuf
[2026-9-21. : 4:14 pm]
Vrael -- perhaps there is a small professional player trapped in a box in the server rack where pluto is running? hmm?
[2026-9-21. : 4:14 pm]
Vrael -- 240*12*2 is 5760, where is the other 240 APM?
[2026-9-21. : 3:44 pm]
Oh_Man -- 1 action is selecting the unit and another action is moving it
[2026-9-21. : 2:58 pm]
Vrael -- 240*12 is 2880, where is the other 3000 APM?
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