What value indicate how likely that the enemy units will attack a specifik unit?
For example, lets say I have a group of marines, marauders, firebats & siege tanks standing.. The enemy attacks with lots of hydralisks.. The hydralisks will attack certain units first. Probably those that are closest, I assume.
But still that is not true. If I have spider mines burried in front of the terran army, the hydralisks will first start attack the spider mines, but if other enemy units comes in range, the hydras all of a sudden start attacking those units instead! They ignore the spider mines. (even though the mines are closer and visible)
I know that there is a value called "attack target priority", but that does not seem to do anything. The tooltip says it effects the AI. (computer player?)
Same goes if there are a bunch of workers standing. Hydras A-move and starts engage the SCVS. If a siege tank shoots at the Hydras, they ignore the workers and attacks the tank instead.
I've experimented with this as well and it seems that you've listed the same hard-coded attack priority I've found. The game just values attacking units over non-attacking units as targets when left to its own devices. Since spider mines and mining SCVs aren't really "attacking" per se (the spider mine explosion is more of a damaging self-destruct ability) they are valued as low priority targets compared to those that actually have weapons. I think the one exception is banelings, i think they get auto-targeted with equal priority as any other weapon-baring unit, but don't quote me on that, that's just what it seems like from my personal ladder play.
I've experimented with this as well and it seems that you've listed the same hard-coded attack priority I've found. The game just values attacking units over non-attacking units as targets when left to its own devices. Since spider mines and mining SCVs aren't really "attacking" per se (the spider mine explosion is more of a damaging self-destruct ability) they are valued as low priority targets compared to those that actually have weapons. I think the one exception is banelings, i think they get auto-targeted with equal priority as any other weapon-baring unit, but don't quote me on that, that's just what it seems like from my personal ladder play.
I've experimented with this as well and it seems that you've listed the same hard-coded attack priority I've found. The game just values attacking units over non-attacking units as targets when left to its own devices. Since spider mines and mining SCVs aren't really "attacking" per se (the spider mine explosion is more of a damaging self-destruct ability) they are valued as low priority targets compared to those that actually have weapons. I think the one exception is banelings, i think they get auto-targeted with equal priority as any other weapon-baring unit, but don't quote me on that, that's just what it seems like from my personal ladder play.
IIRC, unit types with the highest value in this field are attacked first if they are a threat to the attacker.
combining these two comments it sounds like the Unit - Attack Target Priority seperates units into two groups; units that can attack/are attacking a unit and units that cant attack. after seperating them into those groups then the Target Priority value takes effect favoring units that can attack over units that cant. for example: a unit with a weapon and Target Priority of 3 with be favored and auto-targeted first over a unit with no weapon and a Target Priority of 10.
In the Units tab, in the Flags+ section, i believe there are check boxes with things like "generates threat" "AI threatens Air" and stuff like that for more threat generating options.
In the Units tab, in the Flags+ section, i believe there are check boxes with things like "generates threat" "AI threatens Air" and stuff like that for more threat generating options.
There is a new flag in units called: Always a threat to attackers. I checked it and now it seems to work! : )
What value indicate how likely that the enemy units will attack a specifik unit?
For example, lets say I have a group of marines, marauders, firebats & siege tanks standing.. The enemy attacks with lots of hydralisks.. The hydralisks will attack certain units first. Probably those that are closest, I assume.
But still that is not true. If I have spider mines burried in front of the terran army, the hydralisks will first start attack the spider mines, but if other enemy units comes in range, the hydras all of a sudden start attacking those units instead! They ignore the spider mines. (even though the mines are closer and visible)
I know that there is a value called "attack target priority", but that does not seem to do anything. The tooltip says it effects the AI. (computer player?)
Same goes if there are a bunch of workers standing. Hydras A-move and starts engage the SCVS. If a siege tank shoots at the Hydras, they ignore the workers and attacks the tank instead.
What causes this?
I've experimented with this as well and it seems that you've listed the same hard-coded attack priority I've found. The game just values attacking units over non-attacking units as targets when left to its own devices. Since spider mines and mining SCVs aren't really "attacking" per se (the spider mine explosion is more of a damaging self-destruct ability) they are valued as low priority targets compared to those that actually have weapons. I think the one exception is banelings, i think they get auto-targeted with equal priority as any other weapon-baring unit, but don't quote me on that, that's just what it seems like from my personal ladder play.
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Any clues on how to change that priority?
@Kabelkorven: Go
Unit - Attack Target Priority
IIRC, unit types with the highest value in this field are attacked first if they are a threat to the attacker.
AI also has a hand in target priorities if the attacker is a computer player.
There are various flags that supress threat. Target sorts also can be used to give segregation of target priorities.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I give a behaviour to spider mines that has the flag. "Generate threat" set in modifications.
And attack target priority 20.
Still the enemy units ignore them and attack other units instead :(
what more flags generate threat?
combining these two comments it sounds like the Unit - Attack Target Priority seperates units into two groups; units that can attack/are attacking a unit and units that cant attack. after seperating them into those groups then the Target Priority value takes effect favoring units that can attack over units that cant. for example: a unit with a weapon and Target Priority of 3 with be favored and auto-targeted first over a unit with no weapon and a Target Priority of 10.
In the Units tab, in the Flags+ section, i believe there are check boxes with things like "generates threat" "AI threatens Air" and stuff like that for more threat generating options.
There is a new flag in units called: Always a threat to attackers. I checked it and now it seems to work! : )
So solved? Also that flag is not new.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg