There are hostile walls, and hostile enemy units behind them and a passage, when I order my units to attack-move to there, my units just spin around the entrance in circles... ones who couldn't enter and fight instead of attacking hostile walls near them, so:
- is there a way to attack only reachable targets and not run in circles while entrance is blocked?
I don't want units to simply prioritize walls ignoring enemy units, I want them to just attack walls when they can't reach enemy units who can attack
What is the attack priority for the walls? Any flags on like benign or passive?
same as for zerglings - 20, no additional flags like that, except, obviously walls don't attack or have any weapons, and they'r not in the "army select" unlike zerglings
So, how to make those sorts account reachability and not some plain unit priorities which would simply leave one type of units ignored and other - circled around?
Well, I have normal structures too, and zerglings ignore those too and circle around em when there are other hostile zerglings around, so I don't think there's a standart mechanism implemented in sc to avoid doing so
Try using Unit Compare Damage Dealt Time, Unit In Weapon Range, Unit Order Target Pathable, Unit Pathing and Unit Weapon Firing validators on an aura system that applies a countdown buff timer that if the unit is not attacking something after so long it attacks the wall.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
There are hostile walls, and hostile enemy units behind them and a passage, when I order my units to attack-move to there, my units just spin around the entrance in circles... ones who couldn't enter and fight instead of attacking hostile walls near them, so:
- is there a way to attack only reachable targets and not run in circles while entrance is blocked?
I don't want units to simply prioritize walls ignoring enemy units, I want them to just attack walls when they can't reach enemy units who can attack
What is the attack priority for the walls? Any flags on like benign or passive?
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
Try giving the walls the flag "Always a threat to attackers"
but if I set that flag or just raise their priority won't my units just prioritize walls over enemy units?
Depends on the target sorts.
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
So, how to make those sorts account reachability and not some plain unit priorities which would simply leave one type of units ignored and other - circled around?
Acquire based on distance?
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
distance would just prioritize closer targets = walls, no?
is that not what you want?
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 want my zerglings to act "smart" and hit them both, prioritizing enemy zergligns when they CAN attack them, else they'd need to attack walls
because walls are pretty tough and take long to die, so units should attack them only in their "free" time, instead of pointlessly running in circles
Checked the difference between the flags of normal structures and your wall?
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
Well, I have normal structures too, and zerglings ignore those too and circle around em when there are other hostile zerglings around, so I don't think there's a standart mechanism implemented in sc to avoid doing so
Maybe you could give your walls some kind of taunt like ability?
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
But then how would it taunt only free zerglings circling around pointlessly and not ones actually attacking hostile zerglings?
Try using Unit Compare Damage Dealt Time, Unit In Weapon Range, Unit Order Target Pathable, Unit Pathing and Unit Weapon Firing validators on an aura system that applies a countdown buff timer that if the unit is not attacking something after so long it attacks the wall.
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