I'm trying to mess around with the editor to get command queuing to behave similar to SC1.
What I'm trying to replicate is queuing up an attack order on a unit that eventually goes into fog. For instance, shift attacking a unit when it is visible and it happens to go outside vision.
In SC1, the queued attack on a unit that enters fog is still pursued for a little bit of time (roughly 10-15 seconds) before giving up, if it does manage to see the unit after chasing into fog within that time frame it will execute the attack.
In SC2 I am seeing that the queued attack order is cancelled if the path length is over a certain amount, regardless if the unit moved or not.
I'm not entirely sure if this makes sense, but I'm curious if anyone has been able to figure out if data needs to be modified, or if it needs to be triggered in a custom queue. Any suggestions?
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Hey everyone,
I'm trying to mess around with the editor to get command queuing to behave similar to SC1.
What I'm trying to replicate is queuing up an attack order on a unit that eventually goes into fog. For instance, shift attacking a unit when it is visible and it happens to go outside vision.
In SC1, the queued attack on a unit that enters fog is still pursued for a little bit of time (roughly 10-15 seconds) before giving up, if it does manage to see the unit after chasing into fog within that time frame it will execute the attack.
In SC2 I am seeing that the queued attack order is cancelled if the path length is over a certain amount, regardless if the unit moved or not.
I'm not entirely sure if this makes sense, but I'm curious if anyone has been able to figure out if data needs to be modified, or if it needs to be triggered in a custom queue. Any suggestions?