I have a revealer that covers the whole map, so sight radius do not matter to me, I have all vision radiuses set to 0 actually. I guess my case is pretty specific/unique/whatever.
I'm trying out the scan range thing atm, does not quite seem to work. Perhaps it has to do with the static units' radius or something. I'll fiddle around a bit and edit if I can't solve it.
edit: I solved it indeed. thanks a lot for the input xD
it had something to do with the radius/inner radius on both the "attacker" and the static unit, for anyone who wonders.
1. Looking at it once I'm done that tank (shouldn't take long). 2. Difficult. There are only three possible ways to go about that;, the best probably being Validators. I'll look into it.
First of all: thanks, that's super duper nice of you
Second of all: actually, I solved #1 on my own, you can skip it.
As for #2, it would be enough to just have a way to limit the area in which units that are attack-moving search for targets.
(This is because in my map all units are moving along a grid and all possible targets are static so as long as the "aggro range" is less than 0.9, the only way these static units could enter it is if the attacker moved towards it. Should an attacker walk next a static unit, the "aggro range" would barely be out of range when at its closest to said static unit)
However I guess the "only scan in front of you" version is more of a challenge to you. Or maybe not. One would think it would be easy to change the aggro range of a unit, but I've found no such value in the data editor :S
@wingednosering: Go
I have a revealer that covers the whole map, so sight radius do not matter to me, I have all vision radiuses set to 0 actually. I guess my case is pretty specific/unique/whatever.
I'm trying out the scan range thing atm, does not quite seem to work. Perhaps it has to do with the static units' radius or something. I'll fiddle around a bit and edit if I can't solve it.
edit: I solved it indeed. thanks a lot for the input xD it had something to do with the radius/inner radius on both the "attacker" and the static unit, for anyone who wonders.
First of all: thanks, that's super duper nice of you Second of all: actually, I solved #1 on my own, you can skip it.
As for #2, it would be enough to just have a way to limit the area in which units that are attack-moving search for targets. (This is because in my map all units are moving along a grid and all possible targets are static so as long as the "aggro range" is less than 0.9, the only way these static units could enter it is if the attacker moved towards it. Should an attacker walk next a static unit, the "aggro range" would barely be out of range when at its closest to said static unit) However I guess the "only scan in front of you" version is more of a challenge to you. Or maybe not. One would think it would be easy to change the aggro range of a unit, but I've found no such value in the data editor :S
My two problems would be 1) The problem I present in this thread: http://forums.sc2mapster.com/development/triggers/16163-detect-when-a-unit-steps-on-another-unit/ (read my last post to get to the current problem) 2) A way to make units only scan forward for targets to attack (the regular Attack command)
Judge for yourself if these issues are universal enough for you to solve in this thread. I'm not making you :)