I've been trying to convert a map I'd been creating for WarCraft 3 to StarCraft 2, but amidst the process of reanimating the core triggers, I've run into an interesting complication. My map requires that the units hunting the player heroes engage them from a spawn half-way across the map. My answer to this in WarCraft 3 was aimed at changing the Combat Acquisition range to 20,000, and having the units patrol a random point in the playable map area just so they can acquire the heroes and follow them around endlessly.
The problem now is that, either I can't find the StarCraft 2 Combat Acquisition Range, or it's been removed or renamed.. or split up into various attributes. Now, I've been messing around with various behaviors, weapon attributes, unit visibility and detection range, but I seriously can't find a cure for this. I'm not sure if there's a way to change the unit's Combat Acquisition in StarCraft 2, so some experienced help is definitely welcome.
Is there a way to add to a unit's Combat Acquisition Range, so that no matter where the hero is, whether on a cliff or the ground, the AI Zerglings can hunt them down and engage them at some point? If not, what's the next best option for reaching my desired effect?
Quote from My Patrol Trigger:
Patrol Order
Events
Unit - Any Unit Enters (Playable map area)
Local Variables
Conditions
(Owner of (Triggering unit)) == 9
Actions
Unit - Order (Triggering unit) to ( Patrol targeting (Random point in (Playable map area))) (Replace Existing Orders)
Visibility - Auto-reveal (Playable map area) for player 9 when his units are in (Playable map area)
I'd appreciate any help that can be offered. I'm at my wits end for SC2 Combat Acquisition..
I couldn't find any acquisition range thing either BUT I was able to make a trigger issuing an order to attack a specific unit even though I couldn't see the unit.
I couldn't find any acquisition range thing either BUT I was able to make a trigger issuing an order to attack a specific unit even though I couldn't see the unit.
That would be possible if my attackers are only faced with the players, but there will be additional allied units to assist the players, so the problem will still remain, unless I set a targeting protocol for each individual unit.
Still looking for the Acquisition Range, to be honest. The weapon tab doesn't seem to have much that affects the acquisition range, though I am also considering some difficulties.. like whether the enemies can see through/on top of cliffs, and acquire the players/allies for combat. On a side note, I've yet to figure out how to have specific units void their standard sight options, and ignore the terrain height, as far as visibility is concerned.
utilizing the power of search! My question is the same as the OP, hasn't been answered yet. Is their a Combat Acquisition field or something like it in the data editor?
You guys just mean changing the range of the weapon? That's simple. Just pull up the weapon in the data editor.
If you mean having the unit go to attack the unit no matter where it is, then just revealing certain areas is good. Like you can set a button to create a revealer wherever the unit is or something to that effect.
Mmmm I think you can bypass that problem maybe..? Basically when you respawn, set a point to that location, and then order all your enemy dudes to attackmove to that point.
I might just be missing the point tho.
Not sure if this is what you want, but the sight radius field is under the units/stats tab all the way at the bottom. I think that there's no acquisition distance seperate from the sight dist. per se. I get the feeling that if the unit can see an enemy, it moves to weapon range and then attacks.. could be wrong though.
no no... think of it like this. You have a zealot sitting by himself somewhere. An SCV approaches him. Eventually, when the SCV is within a certain distance of the zealot (say range 4-5) the zealot acquires the SCV as a target and moves to attack it. It is not the weapon range, he attaacks at still melee range. But he will automatically acquire and attack/chase any enemies that come within x distance of him. I hope that explains it. And I feel that if this was possible to edit in the wc3 editor easily, it is most likely editable in the sc2 editor. The problem is finding out where/how.
I wish I had access to the editor at my office, but I think its something with the keyword "Scan". I am thinking scan radius? You will also need to have the "Scan continuously" flag checked on the weapon as well.
Ah, do you mean Minimum Scan Range? I had noticed that but I had foolishly ruled it out before messing around with it. Whether or not that is what you are referring to, I'll take another look at it.
Edit: ty KineMorto, changing the Minimum Scan Range from 5 to 50 has drastically increased the range that the unit acquires targets.
I've been trying to convert a map I'd been creating for WarCraft 3 to StarCraft 2, but amidst the process of reanimating the core triggers, I've run into an interesting complication. My map requires that the units hunting the player heroes engage them from a spawn half-way across the map. My answer to this in WarCraft 3 was aimed at changing the Combat Acquisition range to 20,000, and having the units patrol a random point in the playable map area just so they can acquire the heroes and follow them around endlessly.
The problem now is that, either I can't find the StarCraft 2 Combat Acquisition Range, or it's been removed or renamed.. or split up into various attributes. Now, I've been messing around with various behaviors, weapon attributes, unit visibility and detection range, but I seriously can't find a cure for this. I'm not sure if there's a way to change the unit's Combat Acquisition in StarCraft 2, so some experienced help is definitely welcome.
Is there a way to add to a unit's Combat Acquisition Range, so that no matter where the hero is, whether on a cliff or the ground, the AI Zerglings can hunt them down and engage them at some point? If not, what's the next best option for reaching my desired effect?
I'd appreciate any help that can be offered. I'm at my wits end for SC2 Combat Acquisition..
I couldn't find any acquisition range thing either BUT I was able to make a trigger issuing an order to attack a specific unit even though I couldn't see the unit.
That would be possible if my attackers are only faced with the players, but there will be additional allied units to assist the players, so the problem will still remain, unless I set a targeting protocol for each individual unit.
Still looking for the Acquisition Range, to be honest. The weapon tab doesn't seem to have much that affects the acquisition range, though I am also considering some difficulties.. like whether the enemies can see through/on top of cliffs, and acquire the players/allies for combat. On a side note, I've yet to figure out how to have specific units void their standard sight options, and ignore the terrain height, as far as visibility is concerned.
Any suggestions are still appreciated.
@Hurhacs: Go
search for reveal in the trigger actions, there is all kinds of stuff for exposing the map. that'll probably show all the cliffs.
utilizing the power of search! My question is the same as the OP, hasn't been answered yet. Is their a Combat Acquisition field or something like it in the data editor?
You guys just mean changing the range of the weapon? That's simple. Just pull up the weapon in the data editor.
If you mean having the unit go to attack the unit no matter where it is, then just revealing certain areas is good. Like you can set a button to create a revealer wherever the unit is or something to that effect.
Mmmm I think you can bypass that problem maybe..? Basically when you respawn, set a point to that location, and then order all your enemy dudes to attackmove to that point.
I might just be missing the point tho.
Not sure if this is what you want, but the sight radius field is under the units/stats tab all the way at the bottom. I think that there's no acquisition distance seperate from the sight dist. per se. I get the feeling that if the unit can see an enemy, it moves to weapon range and then attacks.. could be wrong though.
no no... think of it like this. You have a zealot sitting by himself somewhere. An SCV approaches him. Eventually, when the SCV is within a certain distance of the zealot (say range 4-5) the zealot acquires the SCV as a target and moves to attack it. It is not the weapon range, he attaacks at still melee range. But he will automatically acquire and attack/chase any enemies that come within x distance of him. I hope that explains it. And I feel that if this was possible to edit in the wc3 editor easily, it is most likely editable in the sc2 editor. The problem is finding out where/how.
@Zsteven44: Go
I wish I had access to the editor at my office, but I think its something with the keyword "Scan". I am thinking scan radius? You will also need to have the "Scan continuously" flag checked on the weapon as well.
Ah, do you mean Minimum Scan Range? I had noticed that but I had foolishly ruled it out before messing around with it. Whether or not that is what you are referring to, I'll take another look at it.
Edit: ty KineMorto, changing the Minimum Scan Range from 5 to 50 has drastically increased the range that the unit acquires targets.