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reaver scarab pathing#5

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m0ebiuz wants to merge 1 commit intoTeamKoprulu:masterfrom
m0ebiuz:scarab
Open

reaver scarab pathing#5
m0ebiuz wants to merge 1 commit intoTeamKoprulu:masterfrom
m0ebiuz:scarab

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@m0ebiuz
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@m0ebiuz m0ebiuz commented Aug 8, 2023

  • scarab is now a unit akin to the disruptor's orb
  • normal Use Magazine effect has bugs when spawning near cliffs (carriers are air units that can't have this problem)
  • a combination of things makes it move fairly irregularly
    • unit flag "turn before moving"
    • lateral acceleration
    • slow deceleration
    • not allowing moving or slowing when using the scarab's weapon
    • weapon range and range slop
    • high damage point

todo:

  • what happens to the original BW scarab if its target dies before it reaches it?
    • i was going to say that the missed shots are optional (just remove the timed life behavior), but if scarabs live infinitely, that above situation might be weird too since it can acquire new targets on its own (tried a "target not dead" remove validator on the behavior which did not work)

@Ailoso
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Ailoso commented Aug 8, 2023

The eventually die if they're stuck or can't find the target, the timer is relatively short once either situation applies.

@m0ebiuz
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m0ebiuz commented Aug 8, 2023

I tried again with new validators so now the scarab dies if it can't find the target. Pathing is another issue, no luck with "Unit Pathable" or "Location Pathable" validators. So for now set a 10 sec timer to cover pathing issues. See below force push:

@m0ebiuz m0ebiuz force-pushed the scarab branch 2 times, most recently from d916c3b to 2703258 Compare August 9, 2023 10:22
<AIEvaluateAlias value="DisruptorPhased"/>
<PushPriority value="9"/>
<DefaultAcquireLevel value="Defensive"/>
<Response value="Flee"/>
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using a "Visible" target filter in the behavior validator would break when escaping up a ramp, so it's better to make the scarab passive (so it only attacks the target from the Issue Order effect, and anything that happens after that is basically a graphical issue)

@m0ebiuz
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m0ebiuz commented Aug 9, 2023

Alright, 4th time's the charm, hopefully. Don't even bother with validators, just issue an attack command and then a suicide command. That way targets becoming invalid for whatever normal reason should eventually cancel the attack command like for any other unit (but instead of idling, they suicide) and it works nicely with ramps.

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