Junk Yard Dog???

V

victimchild

Guest
I have no idea what the junk yard dog ai script does, and I need some help on making a map where if one unit kills another the unit that it killed becomes one of them.

Anyone that can help would be great. Thx!
 

uberfoop

~=Admiral Stukov=~
Reaction score
177
Well, your unit killed becomes one of them thing wont work unless theres no more then 1 of every unit type per player on the map.

As for junkyard dog, it just makes units run all crazy-like in random directions.
 
V

victimchild

Guest
Well what would happen if I just had fifty units and made fifty locations for them. Would one location follow one unit each or would it select at random and some units would have multiple locations?

As for junk yard dog, how would I get it to work with a location? For example I have an observer, and I want the lings it moves near to have the junk yard dog script for as long as the observer is near them. Could that be done?

Thx for answering anyways.

PS here is a map that has the first script I talked about.
 

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uberfoop

~=Admiral Stukov=~
Reaction score
177
No, junkyard dog doesnt turn off when a unit leaves the location. Also, if you had 50 locations and 50 units, the locations would all follow 1 unit. Its the 'grid' principal which you can read up on on staredit.net in the tutorials section if you look up something like 'grid system'. sry :(
 
V

victimchild

Guest
Well then how did they do it in the mission I posted?
 
T

True Scorn

Guest
Ok, I think I have an idea for you observer-ling thing

First do this, lets say Player 1 has the observer

-Execute for Player 1

-Conditions-Always

-Trigger-(Aka "Move")Center location labeled 'Observer location (Or whatever you want to call it, just create it b4 making the trigger)' on 'observer' owned by 'player 1' at 'anywhere'.
-Preserve Trigger

(This will only work if you have one observer, if you want to be specific put a location over the intended observer and change 'anywhere' to your location)

Now do this, saying that Player 2 has the lings

-Execute for Player 2

-Conditions-Player 2 brings at least 1 Zergling to 'Observer Location'

-Trigger-Run A.I script 'Junkyard Dog' at 'Observer Location

-Preserve Trigger

Now what you want to do is impossible, to have the Zerglings roam ONLY if the observer is near them. Though I'm confused, why would you want them to roam while the Obs is near them? Would you rather have them follow?
 
T

True Scorn

Guest
I took a look at the "living dead" map you posted. It's more simple than you think it is. A glance at the triggers revealed that it doesnt give you a unit whenever you kill one, it just gives a certain player ONE unit if he kills ONE of the players.

To make a trigger where you would "posess" a killed unit, I threw this together.

Let's say the enemy is player 2, and he has marines

-Player 1

-Conditions -Player 2 has suffered exactly 1 death of 'marine'

-Trigger-Create 1 Marine for Player 1

Than just copy this trigger over and over again, each time changing the 'has suffered exactly 1 death" to a slightly higher number, "exactly 2 deaths" "Exactly 3 deaths" and so on.

Very tedious, There is probably a far more complex but less time consuming way of doing this, but that was off the top of my head. Though any decent map takes more than just one sit down to create.
 
V

victimchild

Guest
What I meant with the lings is that I have small patches of lings burrowed around the map, and when I bring the ob close to them is unborrows them and they roam. When they leave the area they reburrow. I am doing this for a mission of catch the ob, with ghosts.

Thanks for the tips on the kill trigs. Really appreciate it. :D
 
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