Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: defending an area
defending an area
Jun 7 2008, 8:16 pm
By: okeee  

Jun 7 2008, 8:16 pm okeee Post #1



2 questions:
There is a computer player 2, and I want that player to keep defending a (quite large) location x.
The important thing is that they immediately attack any enemy player that comes into location x. They don't have to follow an enemy unit that has left location x, but just stay there at location x.
What would be best?
I tried this:

player 1 brings at least 1 unit to location x
issue order patrol units of player 2 at anywhere to location x
preserve trigger

But al they did was patrolling in the center of location x.
And because it is quite a big location, they usually don't get to attack any enemy players.

Also, is it possible to make 1 location in a shape other than a rectangular?
There are several small locations which should form 1 large location, but the shape of all those locations together is not a rectangular.

Post has been edited 1 time(s), last time on Jun 7 2008, 8:29 pm by okeee.



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Jun 7 2008, 8:19 pm Falkoner Post #2



Try using the Value This Area Higher AI, it might make it work, but AIs are funky..



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Jun 7 2008, 8:49 pm okeee Post #3



yeah, it does not work too well, because new units from someplace else don't go to that area at all, even with "preserve trigger".



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Jun 7 2008, 8:55 pm Falkoner Post #4



You may need to place a few burrowed zerglings in the area, and alternate a location through them, so the units are ordered to different areas.



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Jun 8 2008, 1:24 am NudeRaider Post #5

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

You can always center a location onto enemies in location x and order the comp to patrol there.
Don't always preserve the order or the comp units wont be able to attack.

If there are no enemies in x then the location will be centered on x.




Jun 8 2008, 8:27 am okeee Post #6



Is it possible to protect specific buildings only? as soon as an enemy player attacks that specific building, all units should go back to attack the enemy players (no campaign AI script is used so they wont automatically defend any of their buildings anyway).

Post has been edited 1 time(s), last time on Jun 8 2008, 10:45 am by okeee.



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Jun 8 2008, 3:41 pm Falkoner Post #7



Just check to see if enemy units are near one of their buildings, if so, order them all to protect it.



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Jun 8 2008, 6:02 pm okeee Post #8



Is there any if condition such as: "building has 90% hitpoints" or "building is under attack" ?



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Jun 8 2008, 9:49 pm Falkoner Post #9



No... Just detect if units are in the area..



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Jun 8 2008, 10:04 pm okeee Post #10



ok then..
well then what I'm trying to do is, there is an area of enemy units, and any unit should go through that area without being able to attack those enemy units. But they should not be moved away when they're near that area as well.
1 method would be to repeatedly restore 100% health, but i'd like to try more methods..
so if you know some methods, name as many as possible please.



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Jun 8 2008, 10:13 pm Clokr_ Post #11



You could make the buildings invincible with the Set Invincibility Status trigger action.



?????

Jun 8 2008, 10:51 pm okeee Post #12



any other methods?



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Jun 8 2008, 10:55 pm Falkoner Post #13



Constantly give the building back and forth between players so they can never acquire it as a target :P



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Jun 8 2008, 11:44 pm Clokr_ Post #14



Constantly moving the buildings to an area that they cannot be moved to (such as water) might also work.



?????

Jun 9 2008, 7:03 am okeee Post #15



ok, but by these methods the units will still get hit now and then right?



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Jun 9 2008, 2:09 pm Falkoner Post #16



Depends on how fast of a firing rate the enemy has.



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Jun 10 2008, 10:47 am okeee Post #17



ok. if anyone has some more ideas, please let me know.



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Jun 10 2008, 10:55 am pneumatic Post #18



Quote from Clokr_
You could make the buildings invincible with the Set Invincibility Status trigger action.
You could also constantly toggle invincibility so the units' attack orders would always be invalidated.



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