Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: "Nova" interceptors return too quickly
"Nova" interceptors return too quickly
Dec 7 2009, 1:55 am
By: Kimaru  

Dec 7 2009, 1:55 am Kimaru Post #1



Hey, I'm trying to get a ring of interceptors to execute JYD from a target point, thus creating an expanding ring. It works, however, some of the interceptors return to the carriers almost immediately. I need the interceptors to just go straight right after the jyd script. Can anyone help?



None.

Dec 7 2009, 5:52 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

Junkyard dog is making units constantly change heading to another point on the map. That's just how it works. If you don't like that behavior you'll have to try another ai. However in case of interceptors there's not much choice. Afaik only move to general command point and random/strategic suicide mission.




Dec 7 2009, 5:58 am CecilSunkure Post #3



Quote from Kimaru
Hey, I'm trying to get a ring of interceptors to execute JYD from a target point, thus creating an expanding ring. It works, however, some of the interceptors return to the carriers almost immediately. I need the interceptors to just go straight right after the jyd script. Can anyone help?
The trigger that runs the AI script needs to have a preserve trigger action in it, although it does only need to fire once. Are you sure your location is large enough for you interceptors? When you move air units with triggers to a location, they aren't moved in a stack, so if you move a lot, they will all be right next to each, but not stacked on one another.



None.

Dec 7 2009, 7:18 am Kimaru Post #4



In this map, Particle Arena, interceptor behavior is very weird, and I want to use its concepts (the interceptors follow dropships like the move command, and explode in an expanding ring perfectly). I've tried to dissect the map but it uses many death counters and I can't find the actual triggering for the interceptor behavior..



None.

Dec 7 2009, 7:50 am UnholyUrine Post #5



What's probably happening is that the interceptors went close to units in which it is unallied to and can attack, which then the attack AI will overrun the Junkyard dog AI, so the interceptor'll try to attack.

But since the interceptor's away from the carrier, it goes back to the carrier.

Here're some helpful stuff: http://www.staredit.net/?p=tutorials&tut=78
Try Consulting the Tutorial/Wiki first next time ^^



None.

Dec 8 2009, 12:02 am Kimaru Post #6



Quote from UnholyUrine
What's probably happening is that the interceptors went close to units in which it is unallied to and can attack, which then the attack AI will overrun the Junkyard dog AI, so the interceptor'll try to attack.

But since the interceptor's away from the carrier, it goes back to the carrier.
Hmm, that may be the problem, since I stuck enemy buildings all over the map :><:
Let me try this and I'll report the results..



None.

Dec 9 2009, 2:07 am stickynote Post #7



Run AI Script: JYD at location Anywhere. Also, the more interceptors you have, the more circular it will be. In particle arena, they add interceptors one by one. I think the max that you can move to a location at the same time is 25, so you could move 25, wait a little, move another 25.



None.

Dec 9 2009, 10:16 am NudeRaider Post #8

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

Quote from Kimaru
Quote from UnholyUrine
What's probably happening is that the interceptors went close to units in which it is unallied to and can attack, which then the attack AI will overrun the Junkyard dog AI, so the interceptor'll try to attack.

But since the interceptor's away from the carrier, it goes back to the carrier.
Hmm, that may be the problem, since I stuck enemy buildings all over the map :><:
Let me try this and I'll report the results..
Make the buildings allied or invincible for duration of the spell effect




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