Hey guys..
I got a roach that I am trying to make into a ranged only unit. I took away his melee weapon and set his ranged attack to have a range of 5 and a minimum range of 3. Problem is, when I am closer than 3 the roach just stands there with his thumb in his butt instead of running away so he can attack again. I have Response set to Acquire and Acquire Level set to Offensive. Am I missing something here? Something in the AI maybe?
Seems to be something that should be in the tactical AI but isn't implemented because the only units in SC2 which have a minimum range are immobile anyway. You'll have to do a workaround with triggers.
no triggers. triggers are clumsy
make a behaviour that scans 3 range for enemy ground units. if it found units let it check if he is attacking something. if not -> flee.
Sorry, but I am still having trouble figuring out how to actually implement this behavior. Will I need to make a persistent behavior and/or a search effect? And how do I order a unit to flee thru the data editor? I am just not sure where to begin I guess. I am still learning the data editor so I am sketchy on a lot of the fields and how things like effects and behaviors interrelate.
1. Create a search effect with a radius of 3, a minimum count of 1 and in the Effects tab, the response flag set to flee
2. Create a behavior with a periodic effect of .5 and the Effect - Periodic set to the search effect
3. Attach the behavior to the roach
...not working :(
So how exactly do I specify to the casting unit to flee? I tried making an issue order effect with the response flag set to flee and attaching it to the search effect from #1 but that just gave me a stack overflow. :P
huh, well it looks like you're on the right track...I could think of a really lame hack though: Make the search effect make a dummy effect that does 0 damage from the enemy to your roach...your roach will definitely initiate a flee response ;)
You could give it a second weapon with a range of 3. have its attack target itself and give it a create persistant effect (allows for offsets). Have the initial persistant effect issue an order to move back some small incriment.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hey guys.. I got a roach that I am trying to make into a ranged only unit. I took away his melee weapon and set his ranged attack to have a range of 5 and a minimum range of 3. Problem is, when I am closer than 3 the roach just stands there with his thumb in his butt instead of running away so he can attack again. I have Response set to Acquire and Acquire Level set to Offensive. Am I missing something here? Something in the AI maybe?
Seems to be something that should be in the tactical AI but isn't implemented because the only units in SC2 which have a minimum range are immobile anyway. You'll have to do a workaround with triggers.
no triggers. triggers are clumsy
make a behaviour that scans 3 range for enemy ground units. if it found units let it check if he is attacking something. if not -> flee.
@Jackolas: Go
Cool, thanks :D
@Jackolas: Go
Sorry, but I am still having trouble figuring out how to actually implement this behavior. Will I need to make a persistent behavior and/or a search effect? And how do I order a unit to flee thru the data editor? I am just not sure where to begin I guess. I am still learning the data editor so I am sketchy on a lot of the fields and how things like effects and behaviors interrelate.
@Jackolas: Go
Alright here's what I tried to do.
1. Create a search effect with a radius of 3, a minimum count of 1 and in the Effects tab, the response flag set to flee
2. Create a behavior with a periodic effect of .5 and the Effect - Periodic set to the search effect
3. Attach the behavior to the roach
...not working :(
So how exactly do I specify to the casting unit to flee? I tried making an issue order effect with the response flag set to flee and attaching it to the search effect from #1 but that just gave me a stack overflow. :P
@voodude2008: Go
Bump... either I am missing something extremely obvious or nobody knows the answer to this...
huh, well it looks like you're on the right track...I could think of a really lame hack though: Make the search effect make a dummy effect that does 0 damage from the enemy to your roach...your roach will definitely initiate a flee response ;)
@BumpInTheNight: Go
I wouldn't call that lame.. more like smart :D
@voodude2008: Go
Just an idea...
You could give it a second weapon with a range of 3. have its attack target itself and give it a create persistant effect (allows for offsets). Have the initial persistant effect issue an order to move back some small incriment.