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