Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Question about Reaver attack rate
[SOLVED] Question about Reaver attack rate
Jul 23 2011, 4:06 am
By: MetalGear  

Jul 23 2011, 4:06 am MetalGear Post #1



Okay so I'm building a map that uses the 'direct damage system'. So I have my reaver set up at the lower part of the map, and each time I create a new reaver, it takes him about a second to attack the nearby target. I want to know why it's taking so long for the reaver to attack the target, and how I can make him respond to it faster on creation.

The map is below if you want to take a look. It's the last 3 triggers in player 6.

Thanks in advance :)



None.

Jul 23 2011, 4:34 am Roy Post #2

An artist's depiction of an Extended Unit Death

You can create Reavers at quicker intervals for a faster stream of scarabs to become available. For example, by having three spawn locations, and having a Reaver appear between them at 1/3rd the timing you currently have for creating one Reaver, the scarabs will spawn three times faster.

As far as the delay in attacking, this can be caused by:

1) Spamming an AI or order for the player owning the Reaver
2) The Reaver's hangar count not being modified quickly enough
3) Bad vision between Reaver and enemy (not likely the issue)




Jul 23 2011, 5:13 am MetalGear Post #3



It's none of those reasons. There must be another factor. Please can someone experienced with DDS help out!!



None.

Jul 23 2011, 6:20 am DevliN Post #4

Woah

EDIT:
Azrael's below solution works. You could also add 1 to the hangar of the Reaver when it gets created in the "-----" trigger, and that will work as well.

Post has been edited 2 time(s), last time on Jul 23 2011, 7:37 am by DevliN.



:devlin: Currently Working On: :devlin:
Myself

Jul 23 2011, 6:38 am Azrael Post #5



I resolved it by putting "Restore hangar" at the bottom.




Jul 23 2011, 7:39 am MetalGear Post #6



Thanks guys, much love!



None.

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[02:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[02:39 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
[2026-7-15. : 2:19 am]
Symmetry -- NudeRaider
NudeRaider shouted: Symmetry I can't tell if it's relevant. You provided literally no context so I was providing an equally generic answer.
Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
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