So I'm doing a mod and rather than a single unit, I want to have squads of marines. These squads would function together in all things, i.e. any order given to one is given to all, attacking one attacks all, etc. Any ideas?
1. Selection causes units listed in an array to move or position themselves at designated points close to the captain unit. Selection is cleared and reverted to the captain unit.
2. Units attack units within an area around the target of the captain unit's attack/ability.
3. Captain units hold specific abilities that set up units to follow a certain formation, or call reinforcements.
Key elements:
Variable for captain,
Variable array for squad members,
Function to keep track of reinforcements/dead members.
Edit: Why is it difficult to enter new lines here?
I'm taking a guess here, but I'd say it depends on some conditions.
If the captain is identical as far as unit type statistics (HP, abilities, model, etc) then simply designate whichever unit in the squad has the most remaining HP to be the new captain.
If the captain is 'special', meaning he's got abilities the other units don't have, then:
When the squad is build, create a integer variable that will be the squad's count. Then while the count > 1, make the captain unattackable. So basically as long as there's a non-captain unit in the squad, the captain will not be attackable. This will have the visual effect of enemies preferentially targeting the non-captain units in the squad, because the player won't know that the captain is actually unattackable. Then, when the unit count = 1, make the captain attackable. Meaning once he's the only dude left, then he'll get attacked.
As just a suggestion, look into the Carrier Ability code. If you set a unit (Say Raynor) as your Squad Leader and then your "Interceptors" could be set to marines. There are a few behavior options for that make it where the units following (Interceptors) do not disappear once they are idle, they will line up around your unit and wait for orders. There was a Spell Creation contest or an Ability Creation contest that someone basicly recreated this effect with a Ghost as the Carrier and a few marines and repair drones as the interceptors. It worked out pretty well.
One of the main things you'll have to work around is unit abilities, say Raynor uses a stim pack, your marines would have to be told to do the same - which trigger wise shouldn't be too hard, but I've been trying to do most of my work in the Data Editor without Triggers so that makes it a little more ... fun.
Something else you'll have to work with is the Captain of the unit dying, as a carrier all the interceptors are destroyed so I'm sure it would operate in a similar manner. Trigger wise I think you could work around this, with the Data Editor I'd have to do some research
So I'm doing a mod and rather than a single unit, I want to have squads of marines. These squads would function together in all things, i.e. any order given to one is given to all, attacking one attacks all, etc. Any ideas?
I have one but haven't implemented it yet.
Using triggers:
1. Selection causes units listed in an array to move or position themselves at designated points close to the captain unit. Selection is cleared and reverted to the captain unit.
2. Units attack units within an area around the target of the captain unit's attack/ability.
3. Captain units hold specific abilities that set up units to follow a certain formation, or call reinforcements.
Key elements:
Variable for captain, Variable array for squad members, Function to keep track of reinforcements/dead members.
Edit: Why is it difficult to enter new lines here?
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How do you handle the death of the Capitan unit?
I'm taking a guess here, but I'd say it depends on some conditions.
If the captain is identical as far as unit type statistics (HP, abilities, model, etc) then simply designate whichever unit in the squad has the most remaining HP to be the new captain.
If the captain is 'special', meaning he's got abilities the other units don't have, then:
When the squad is build, create a integer variable that will be the squad's count. Then while the count > 1, make the captain unattackable. So basically as long as there's a non-captain unit in the squad, the captain will not be attackable. This will have the visual effect of enemies preferentially targeting the non-captain units in the squad, because the player won't know that the captain is actually unattackable. Then, when the unit count = 1, make the captain attackable. Meaning once he's the only dude left, then he'll get attacked.
As just a suggestion, look into the Carrier Ability code. If you set a unit (Say Raynor) as your Squad Leader and then your "Interceptors" could be set to marines. There are a few behavior options for that make it where the units following (Interceptors) do not disappear once they are idle, they will line up around your unit and wait for orders. There was a Spell Creation contest or an Ability Creation contest that someone basicly recreated this effect with a Ghost as the Carrier and a few marines and repair drones as the interceptors. It worked out pretty well.
One of the main things you'll have to work around is unit abilities, say Raynor uses a stim pack, your marines would have to be told to do the same - which trigger wise shouldn't be too hard, but I've been trying to do most of my work in the Data Editor without Triggers so that makes it a little more ... fun.
Something else you'll have to work with is the Captain of the unit dying, as a carrier all the interceptors are destroyed so I'm sure it would operate in a similar manner. Trigger wise I think you could work around this, with the Data Editor I'd have to do some research