Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Junkyard Dog + Engage if approached base
Junkyard Dog + Engage if approached base
Jul 20 2020, 6:05 am
By: Saox  

Jul 20 2020, 6:05 am Saox Post #1



Hi,

I am trying to make a map with some units roaming around. Junkyard dog does typically not make units engage on sight and I am trying to avoid the all too explicit patrol/attack command to have more randomness. What would my options be?

I tried for example setting a bigger location aroud that particular base and order a patrol whenever the units enter that location, but since i use Hyper Triggers it just loops so fast the units don't even react lol.



None.

Jul 20 2020, 6:41 am 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

The way you tried is the best imo. Just add a cooldown via death counters to the trigger so it only refires after x trigger loops have passed.

You could also create wave-like behavior with random or strategic suicide missions. You can add switch based randomness to it to make the timing unpredictable. Forgot the specifics of the ai command, but depending how it works you could use a small location or set another computer player aside to only send a few units at a time.

You could also add randomness to patrol commands. Have several invincible neutral burrowed units scattered around the map serving as anchor points for the patrol commands. Every now and then give x (random) burrowed units to another neutral player, center your patrol start location on all burrowed units by the initial neutral player. It will always pick the leftmost available unit. Then give y (random) burrowed units away to the other neutral player and center the target location on the burrowed units. Then you can initiate the patrol command and give the burrowed units back to the original owner.




Jul 20 2020, 7:18 am Saox Post #3



Many thanks!



None.

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[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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