Now, the problem with this trigger is if the closest unit is like say, a burrowed roach, the computer units will just move to that position and sit there. I thought that using "Required: Visible" would filter out cloaked/burrowed units. However apparently that filter doesn't work that way, or perhaps it's because the way the trigger is setup it doesn't know which players visibility to check? Either way it doesn't work.
The alternative I am using, is simply telling the units to attack toward the other base, however then the computer army will just ignore your units if your not in their direct attack path. Which is absolutely not what I want considering flanking will occur fairly often.
Now, because the computer player can have detection sometimes, its important that cloaked/burrowed units are attacked if/when detection is around, and ignored the rest of the time.
So does anyone know a way to filter out cloaked or burrowed units but only when there is no detection present? My current thought is to build it around 3-4 conditions like "closest unit has behavior burrowed" or unit filters checking for detectors. But I really don't think it needs to be that complex. Especially since this is a trigger that will be running fairly often to update the current objectives of the computers units.
why not use the filters to exclude buried and cloaked?
What will happen in that instance is they will not be the target of the initial order, but if your attack wave has detection and they are on the path of the attack order, they will be attacked
So basically, checks the number of detectors owned by the computer withing 10 range of your closest unit, if it finds one it orders his units to attack any and all of the nearest units including cloaked/burrowed, if it doesn't find a detector withing range 10 of your closest unit it orders the computers units to attack toward the closest unit excluding burrowed/cloaked.
I think that will work for now. If there is any vulnerability or exploitable nature of this trigger I don't immediately see it. It's working great so far. Thanks again for your help :)
So I ran into a problem with my current project and I'm stuck. Been working on trigger variations for like 2 days and can't get it.
What I want is for a computer army to attack the closest unit to it's base. Now that is a pretty simple trigger... What I had was this:
Now, the problem with this trigger is if the closest unit is like say, a burrowed roach, the computer units will just move to that position and sit there. I thought that using "Required: Visible" would filter out cloaked/burrowed units. However apparently that filter doesn't work that way, or perhaps it's because the way the trigger is setup it doesn't know which players visibility to check? Either way it doesn't work.
The alternative I am using, is simply telling the units to attack toward the other base, however then the computer army will just ignore your units if your not in their direct attack path. Which is absolutely not what I want considering flanking will occur fairly often.
Now, because the computer player can have detection sometimes, its important that cloaked/burrowed units are attacked if/when detection is around, and ignored the rest of the time.
So does anyone know a way to filter out cloaked or burrowed units but only when there is no detection present? My current thought is to build it around 3-4 conditions like "closest unit has behavior burrowed" or unit filters checking for detectors. But I really don't think it needs to be that complex. Especially since this is a trigger that will be running fairly often to update the current objectives of the computers units.
why not use the filters to exclude buried and cloaked?
What will happen in that instance is they will not be the target of the initial order, but if your attack wave has detection and they are on the path of the attack order, they will be attacked
Hmm, that does seem reasonable. I guess I am just overly concerned with players flanking with 2-3 dt's and then the computer not responding to it.
Alright, got it. Ty for help.
Incase anyone in the future is looking for something similar, here is what I came up with.
So basically, checks the number of detectors owned by the computer withing 10 range of your closest unit, if it finds one it orders his units to attack any and all of the nearest units including cloaked/burrowed, if it doesn't find a detector withing range 10 of your closest unit it orders the computers units to attack toward the closest unit excluding burrowed/cloaked.
I think that will work for now. If there is any vulnerability or exploitable nature of this trigger I don't immediately see it. It's working great so far. Thanks again for your help :)
No worries, Glad to have helped