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Hi, I'm trying to make a UMS map where I get the AI to mine. But when I have cannons hitting the SCV the SCV gets "afraid" and just starts trying to run from the damage instead of mining. Basically what I'm trying to do is have the SCV mine and deposit minerals regardless if it's taking damage or not
This is a defense map where you have to kill the SCV before it mines a certain amount of minerals.
Idk what triggers I should use to stop this. I can get the SCV to mine if there's no incoming damage to it.
Sorry if this is the wrong place to post this.
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i dont think it is possible to do it
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On May 21 2017 01:06 toriak wrote: i dont think it is possible to do it
What if u gave the scvs like a billion armor do they do run if they're taking zero damage? nvm that doenst work they take 1 damage
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Isn't mining essentially the same thing as a move command but on a mineral patch? Because in many defense maps you have to kill some workers and they just follow the path they're supposed to (move command) when you hit them, so you could probably look how it's done in any of these maps.
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On May 21 2017 01:26 endy wrote: Isn't mining essentially the same thing as a move command but on a mineral patch? Because in many defense maps you have to kill some workers and they just follow the path they're supposed to (move command) when you hit them, so you could probably look how it's done in any of these maps.
I'm assuming you have SCMDraft.
I think using a move command from a trigger over a location on a mineral patch will actually ignore the mineral patch and have the unit merely move to where the patch is. As in, it will only try to move to the center of the location, since a move command from a player and from triggers are fundamentally different.
You could also look into Run AI Script actions, see if there are any scripts there, although I don't really know off the top of my head.
Question might be better asked at Staredit.net.
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Yeah there's no gather option. I'm trying to use a mineral chunk instead but the SCV actually doesnt drop it off into the Command Center, I'm not sure how to do that.
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To make it mine, run any of the area town or campaign mining base AI scripts. They are little more than a command to an AI player to start mining at a base (and build a minimal amount of usually 4 workers if they aren't any yet). However, there is nothing you can do about workers fleeing when under attack. That's hard-coded AI behaviour that kicks in as soon as the player the workers belong to is running any campaign or melee AI scripts. Only thing you could do is have player-controlled workers, but that has some other obvious problems, of course...
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On May 21 2017 02:23 Freakling wrote: To make it mine, run any of the area town or campaign mining base AI scripts. They are little more than a command to an AI player to start mining at a base (and build a minimal amount of usually 4 workers if they aren't any yet). However, there is nothing you can do about workers fleeing when under attack. That's hard-coded AI behaviour that kicks in as soon as the player the workers belong to is running any campaign or melee AI scripts. Only thing you could do is have player-controlled workers, but that has some other obvious problems, of course...
Yeah, the only way I could by-pass the workers fleeing is by issuing a move command. I wanted the worker to actually mine a mineral field (which allows for it to be hit more before gathering the mineral) and deposit it. The only thing I can get to work is using a mineral chunk and then spawning the SCV back to start.
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On May 21 2017 02:12 skrzmark wrote: Yeah there's no gather option. I'm trying to use a mineral chunk instead but the SCV actually doesnt drop it off into the Command Center, I'm not sure how to do that.
Remove the chunk once the SCV reaches the CC, so it looks as if he actually dropped it off, but you removed it via a trigger and then send it back for a new chunk
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How would you remove the chunk if he's holding it?
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Just make the scv invincible, then it's untargetable, so it won't run away because it doesn't get hit.
Later if you need to get it killed, you can either remove the invincibility, or remove the scv with triggers.
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On May 21 2017 06:06 quirinus wrote: Just make the scv invincible, then it's untargetable, so it won't run away because it doesn't get hit.
Later if you need to get it killed, you can either remove the invincibility, or remove the scv with triggers.
From the OP:
This is a defense map where you have to kill the SCV before it mines a certain amount of minerals.
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Yeah if I remove the unit at location the SCV won't have the same amount of HP it took from cannons/units.
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Would something like this work?
If the computer is allied to you, they won't run away from an attack. So could you put the scvs on a force that is allied to the players but also allied to the rest of the cpu army.
The players aren't allied to either cpu so cannons would auto attack both regular cpu and mining cpu.
EDIT: If the map is dependent on the cpus actually receiving income from mining, this won't work, but maybe you could set a timer to give the non-mining cpu some regular set income. Then have that income stopped if scvs are killed.
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Since the SCV is mining, it's collision isn't on. Theoretically, I think you could have a unit follow right underneath the SCV. That unit would be what your defences shoot and when it dies, have the SCV die.
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On May 21 2017 09:00 razorsuKe wrote: Would something like this work?
If the computer is allied to you, they won't run away from an attack. So could you put the scvs on a force that is allied to the players but also allied to the rest of the cpu army.
The players aren't allied to either cpu so cannons would auto attack both regular cpu and mining cpu.
EDIT: If the map is dependent on the cpus actually receiving income from mining, this won't work, but maybe you could set a timer to give the non-mining cpu some regular set income. Then have that income stopped if scvs are killed. I'm not an expert map maker, but this seems like a promising workaround. Can you make a trigger that transfers money from the mining force to the enemy force when the mining force has 8 or more minerals or something?
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On May 21 2017 07:25 skrzmark wrote: Yeah if I remove the unit at location the SCV won't have the same amount of HP it took from cannons/units.
Yes it does, you only remove the Mineral Chunk, not the SCV. Check the map I posted above and "play" it in BW. The SCV will keep retrieving the chunks while losing HP to the cannon
On May 21 2017 10:47 laLAlA[uC] wrote: Since the SCV is mining, it's collision isn't on. Theoretically, I think you could have a unit follow right underneath the SCV. That unit would be what your defences shoot and when it dies, have the SCV die.
Or a burrowed ling that's underneath the SCV at all times. Although that wouldn't let the player click the SCV and see the remaining HP, instead you would need to select an area and get the zergling focused
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On May 21 2017 09:00 razorsuKe wrote: Would something like this work?
If the computer is allied to you, they won't run away from an attack. So could you put the scvs on a force that is allied to the players but also allied to the rest of the cpu army.
The players aren't allied to either cpu so cannons would auto attack both regular cpu and mining cpu.
EDIT: If the map is dependent on the cpus actually receiving income from mining, this won't work, but maybe you could set a timer to give the non-mining cpu some regular set income. Then have that income stopped if scvs are killed. If this actually works as described, it would be an almost perfect solution.
On May 21 2017 10:55 Cascade wrote: I'm not an expert map maker, but this seems like a promising workaround. Can you make a trigger that transfers money from the mining force to the enemy force when the mining force has 8 or more minerals or something? Yes, just run a trigger like this: if {[mining computer player] gathered at least 8 ore} then {modify resources for [mining computer player]: substract 8 ore modify resources for [other computer player]: add 8 ore preserve trigger} If you expect income to be more than 8 per trigger cycle or increments of less than 8 are possible, a cascade of descending powers of 2 for minerals of such triggers will do the job.
On May 21 2017 10:47 laLAlA[uC] wrote: Since the SCV is mining, it's collision isn't on. Theoretically, I think you could have a unit follow right underneath the SCV. That unit would be what your defences shoot and when it dies, have the SCV die. This would probably be the next best workaround (burrowed Zerg unit would probably be best).
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Have you tried making the scv's have 50/0 health so they take no damage?
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