Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: New Direct Damage System
New Direct Damage System
Aug 12 2009, 6:21 am
By: TiKels
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Jul 20 2026, 6:31 pm LML Post #81



This is a pretty old topic, but I've just been trying to implement a fusion of what can be found at https://staredit.net/wiki/index.php?title=Ordering_and_using_interceptors_and_scarabs

I tried doing the whole "detonate scarab by moving it to unwalkable terrain," alongside the burst into different directions. My intention was to create a dodgeable skill. If the scarab touches a player (enters a location that is always moved onto the player's unit), it will be moved to unwalkable terrain and therefore explode and deal damage to the player. However, this stops working once you run the junk yard dog script on the scarab. Once that's been run, the scarab behaves like any other ground unit that you try to move to an unwalkable location: it will freeze in place and not move.

Now I'll have to rethink this and maybe create a different skill where the boss can cast a bunch of scarabs where each scarab follows a certain pass in the arena.
If there's a way to create scarabs randomly going through the arena, starting at the boss, without going after the players directly, I'd be happy to know about it.

edit: it appears that this behaviour is also the same if I make the scarab patrol with "set generic command target" and "make these units patrol."

Post has been edited 1 time(s), last time on Jul 21 2026, 5:10 pm by LML.



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Jul 23 2026, 1:38 am Oh_Man Post #82

Find Me On Discord (Brood War UMS Community & Staredit Network)

you gotta let the scarab fire naturally out of a reaver (tucked in a corner somewhere)

then move it to where you want the explosion to be

then wait a microsecond (death counter preferably) and move it again to unwalkabl terrain (like patch of water) which forces it to detonate




Jul 29 2026, 4:43 pm LML Post #83



Which means I'd have to implement the DDS on top of the dodgeable scarab. That works, too, ofc.

Post has been edited 1 time(s), last time on Jul 29 2026, 8:41 pm by LML.



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