Scarabs
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Feb 2 2009, 10:51 pm
By: youarenotworthy  

Feb 2 2009, 10:51 pm youarenotworthy Post #1



Alright, I'm notorious on forums for making topics that only get like 7 responses, and an abundance of them. Sorry if this bothers anybody.

Ayway, I'm looking to use reaver scarabs in a unit spell for my current project. I was just wondering if there's any way to control them even a little bit.

Right now, their destination is completely random and they all seem to go to the same spot, is there any way to...

1. Make them head in different directions
or
2. Make them attack targets in a new location once I have (Moved) them with a trigger

?

:dontgetit:



None.

Feb 2 2009, 10:55 pm Falkoner Post #2



1. Set Generic Command Target AI to where you want them to go, then use Make These Units Patrol AI to make the scarabs go there.

2. Attacking is difficult. The Random Suicide Missions AI can do it, and the Junk Yard Dog AI kinda as well..



None.

Feb 2 2009, 10:55 pm youarenotworthy Post #3



I would have never thought to use either of those commands, ty. I will test those out and reply once I have done so. :)

EDIT:
I played around a little with those commands and nothing seems to make a difference. :/

Post has been edited 1 time(s), last time on Feb 3 2009, 2:24 am by NudeRaider. Reason: merged posts



None.

Feb 2 2009, 11:38 pm payne Post #4

:payne:

If you're using the Scarabs as a special effects at the same time as an attack, then I think the only way you could get the result you want is to correctly deal with the AIs Falkoner mentioned previously.
Else, if you're only matter is to deal damages, then you might want to use Direct Damage system.



None.

Feb 2 2009, 11:41 pm youarenotworthy Post #5



I attempted Falkoner's suggested methods several times, they seem to do absolutely nothing.

I must be doing something wrong? But I can't see how, it's very basic.

I will also try the direct damage thing, payne. I would like to use the scarabs as an effect, but the damage is more important in this case.

So, if I can't find a suitable solution I will probably be using direct damage



None.

Feb 3 2009, 2:29 am NudeRaider Post #6

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

Check that you're doing it exactly like this:
- The reavers (and their scarabs) must be owned by a computer (or you wouldn't be able to apply an AI).
- Have the reavers at C shoot something, center location A on the hero, and B on your target
- Move the scarabs from C to A
- Set generic command target at B
- Make these units patrol at A




Feb 3 2009, 2:28 pm Ahli Post #7

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Here you can find an example how it can be used with the Random Suicide Mission Script.

Glitches can occure, if you have mutiple enemies because the script will pick 1 victim (who owns damageable units) and attack the nearest unit of that player.
If you have only 1 enemy, that system is fine.
This system does 0.5 damage to the spellcasting player, if an enemy is to near to him (to near = directly south of the unit). Other systems would damage both.
Player's spell damage (scarab damage) is upgradeable and the kills can be detected with kill score.




Feb 3 2009, 7:18 pm youarenotworthy Post #8



Quote from NudeRaider
Check that you're doing it exactly like this:
- The reavers (and their scarabs) must be owned by a computer (or you wouldn't be able to apply an AI).
- Have the reavers at C shoot something, center location A on the hero, and B on your target
- Move the scarabs from C to A
- Set generic command target at B
- Make these units patrol at A

Thank you NudeRaider, Silly me I had the reavers owned by a player.



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