I have a bunch of enemies attacking my base, while my marines shoot at them from behind baricades. The enemy is on Suicide tactical AI (Attacks everything, then seeks out more things to kill afterwards), but they show up in my base and either try and go around my Barricades, or just get stuck. I could fix this if I found out how to make them treat the barricades as if they were a threat.
So true. But on the other hand, I still think that should get in the game somehow. Fusion dancing marine easter egg, you know?
Maybe I'm just too much of an easter egg lover.
Set player to anything, really. It doesn't totally matter. If you want to be anal, try Owner of Triggering Unit or such. Or Player 0.
It even lets you decide how many to apply.
Make a new behavior (a buff), and set both the maximum stack count and the maximum stack count per caster to 9999 or such. Also, set the flags to hidden, and under Modification+, make it add 1 to it's attribute.
Then, you can make a trigger to give as much of these buffs as you want to the unit.
I figured this out myself for a map I'm making, so there may be an easier way, I'm not sure.
It sounds like a big project. You'll need lots of people helping. Me? You want me to help? Sorry, I'm no good at collaborating on one big thing online.
When you have a big project, you'll need lots of people helping. And the more people you have helping, the more people you'll have looking to you for answers. And that can be stressful. And that's why I don't plan huge projects that require lots of helpers.
Just a word of caution.
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Any other ideas?
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@WraithChaser: Go
No. They're not doodads. The player must build them.
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I have a bunch of enemies attacking my base, while my marines shoot at them from behind baricades. The enemy is on Suicide tactical AI (Attacks everything, then seeks out more things to kill afterwards), but they show up in my base and either try and go around my Barricades, or just get stuck. I could fix this if I found out how to make them treat the barricades as if they were a threat.
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One weapon suggestion: Trout. Fling it behind you and make enemies lose control while the Trout covers their camera! And causes them to swerve!
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:D.
So true. But on the other hand, I still think that should get in the game somehow. Fusion dancing marine easter egg, you know? Maybe I'm just too much of an easter egg lover.
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There's no way to merge more than 2 units at once with that ability. As far as anyone knows, of course.
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Yes! Hooray! My suggestion was used, and pretty quickly, considering they did it before I suggested it.
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Backup. Saves.
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It all works for me.
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You can always do it through triggers.
If a unit is killed
Condition: Triggering unit is equal to (whatever)
Remove kills from killing unit.
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Add behavior (player)
Set player to anything, really. It doesn't totally matter. If you want to be anal, try Owner of Triggering Unit or such. Or Player 0. It even lets you decide how many to apply.
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Make a new behavior (a buff), and set both the maximum stack count and the maximum stack count per caster to 9999 or such. Also, set the flags to hidden, and under Modification+, make it add 1 to it's attribute.
Then, you can make a trigger to give as much of these buffs as you want to the unit.
I figured this out myself for a map I'm making, so there may be an easier way, I'm not sure.
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I want a unit to attack a specific unit, as well as any units in between. So not really attack-move so much as attack-attack. >.>
EDIT: You know what, just ignore this. I have another method which I'll use. Instead, they'll just be given AI-suicide.
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Sweet! You're russian? Can you explain that "In Soviet Russia" joke to me then?
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It sounds like a big project. You'll need lots of people helping. Me? You want me to help? Sorry, I'm no good at collaborating on one big thing online.
When you have a big project, you'll need lots of people helping. And the more people you have helping, the more people you'll have looking to you for answers. And that can be stressful. And that's why I don't plan huge projects that require lots of helpers. Just a word of caution.