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View Full Version : Scarab D firing method


Tranxiety
12-30-2005, 5:36 AM
I think its either Scarab D or Reaver D, anyways, they used a trigger that seemed to center location on the dark swarm, remove the dark swarm, and have a scarab appear near the defiler and zoom to the target. I think it seems to work even if you dont target an enemy. Not to mention that the reaver never appears next to the defiler, it just seems to know where to aim. I didnt think it was possible to do that with scarabs(especially because any attempts to create a scarab unit always disappears in an instant for me)


Any ideas on how this works?(the map is protected I believe)

Basan
12-30-2005, 7:04 AM
If that happens exactly how it's explained, then it most likely would've been done this way.
It requires a couple stalking location triggers (http://www.warboards.org/showpost.php?p=214021&postcount=16), one which detects D.Swarm and the other follows up the Defiler to start the process. And a couple other triggers to make it look like so as you described (read, to make the Scarab go).

As soon as it detects the D.Swarm it removes it n' moves in (aka teleports) a Reaver, somewhere inaccessible in the map, to the defiler location for a brief moment of time allowing it to spawn a Scarab that by default heads towards enemy units. Obviously enough you'll have the Reaver rigged with triggers that allow him to fill up it's bays with one Scarab at a time.

Reaver getting filled trigger
Owner:
- Whatever
Conditions:
- Current Player brings at least 1 Reaver to Fill up.
Actions:
- Add at most 1 to hangar for all Reaver at Fill up for Current Player.
- Preserve trigger.

As for the player of the Reaver it can be done with an AI player allied with yours n' set to enemy with your foe players (http://www.warboards.org/showthread.php?t=13285), although there are some other methods but just more complicated.

Tranxiety
12-30-2005, 7:34 AM
Well here's the map, you can check it out to see if I explained it correctly. Sometimes a map says 1000 words?
Anyways, you say it appears just long enough to fire, but usually I would see it appear at least for a flash, this virtually doesnt appear at all.

Basan
12-30-2005, 7:47 AM
I'll see the map later on, but that 'invisibility' thing might be caused due to the use of hypers at the map (which are also shown at the Mapping & Modding FAQ thread I've linked here earlier on). ;)

Tranxiety
12-30-2005, 3:15 PM
I considered that possibility, but at the same time, appearing for 1ms, is that enough time for it to fire? I would think the Reaver would take longer. Oh and about firing at a given location, I just realized that they probably just placed a cloaked unit there...*sigh*

Basan
01-02-2006, 9:35 AM
I considered that possibility, but at the same time, appearing for 1ms, is that enough time for it to fire? I would think the Reaver would take longer. Oh and about firing at a given location, I just realized that they probably just placed a cloaked unit there...*sigh*

The Reaver cooldown might be your hamper on this situation, but that can also be prevented if you have two Reavers (hero n' regular with switch trigger) doin' the firing bit. ;)

As for the cloaked unit being there, I really don't think so (overcomplication factor), since they can do the same without it or so I strongly believe in. <_<