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.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[02:13 pm]
Vrael -- pee poo sibling
[07:00 pm]
Symmetry -- poo poo papa
[02:46 pm]
lil-Inferno -- pee pee child
[2026-6-27. : 6:10 pm]
Ultraviolet -- sweet summer child
[2026-6-26. : 10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
Please log in to shout.


Members Online: UndeadStar, Vrael