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Thread View: alt.games.starcraft
2 messages
2 total messages Started by Montana4Life Tue, 04 Apr 2006 06:55
Custom Map Computer AI Solutions
#290244
Author: Montana4Life
Date: Tue, 04 Apr 2006 06:55
51 lines
3719 bytes
I've noticed there are more than a few users out there who are or once
were looking for a way to activate computer AI in custom maps with
multiple players while using "use map settings".  I've also noticed
that there are very few answers to this issue (I've looked).  For those
of you out there still playing Starcraft and new to making maps for it,
here are some steps to make your enemies fight you.

I assume you have the map ready, with all players on, buildings and
units for the cpu, the specs how you like them, and each team in their
respective forces (make sure you aptly name your forces)... now to add
layers and triggers.

1.  Draw a layer (select in the drop down menu) over each base,
including units.  Be spacially generous when drawing the squares.
Double click on each square and rename it according to team race and
color for ease of reference.

2. Open the triggers in the scenario menu and create a new trigger.
Select whatever force or team you desire and add a condition.  Since
we're dealing with basic AI triggers, simply select the "ELAPSED TIME"
condition and make it EXACTLY 0 seconds.

3.  Now you'll want to create an action for this condition, which may
or may not include setting ally status (that's pretty straightforward).
 Select "SET AI SCRIPT AT LOCATION" and select the "Expansion <race>
Campaign <difficulty>"  for the particular enemy you're fighting.
You'll have to fill in the blanks according to the team's race you're
creating the trigger for and also select the appropriate difficulty.

4.  Now select your location.  If you labeled each location
appropriately you should just be able to drop it down and match it to
the enemy you're triggering.  If you've got forces that are allied then
copy the AI SCRIPT command and simply change the location according to
the enemy's ally's position.  Repeat as necessary.

5.  Complete these trigger steps for each team or force as necessary...
It's time consuming, but if you label everything accordingly it
shouldn't be too confusing.  Keep in mind that the computer may choose
to behave strangely once the fight starts, but it will fight
nonetheless.

Experiment with the different AI scripts!  The StarEdit help file
offers pretty inaccurate info on how the different scripts make the
computer act, so the best way to test is to just try them.  When
testing the map it's best to use single player and cheat.  Use the all
visibility cheat, "black sheep wall", the resource cheat, "show me the
money", and the fastbuild cheat, "operation cwal".  Observe how your
enemy acts and if you've done everything correctly they should act as
they do on any other melee or free-for-all map.  

I hope this helps.
Re: Custom Map Computer AI Solutions
#290245
Author: Steven Ung
Date: Tue, 04 Apr 2006 23:45
59 lines
3934 bytes
"Montana4Life" <schmitt...@gmail.com> wrote in message 
news:1144133708.308207.238590@z34g2000cwc.googlegroups.com...
> I've noticed there are more than a few users out there who are or once
> were looking for a way to activate computer AI in custom maps with
> multiple players while using "use map settings".  I've also noticed
> that there are very few answers to this issue (I've looked).  For those
> of you out there still playing Starcraft and new to making maps for it,
> here are some steps to make your enemies fight you.
>
> I assume you have the map ready, with all players on, buildings and
> units for the cpu, the specs how you like them, and each team in their
> respective forces (make sure you aptly name your forces)... now to add
> layers and triggers.
>
> 1.  Draw a layer (select in the drop down menu) over each base,
> including units.  Be spacially generous when drawing the squares.
> Double click on each square and rename it according to team race and
> color for ease of reference.
>
> 2. Open the triggers in the scenario menu and create a new trigger.
> Select whatever force or team you desire and add a condition.  Since
> we're dealing with basic AI triggers, simply select the "ELAPSED TIME"
> condition and make it EXACTLY 0 seconds.
>
> 3.  Now you'll want to create an action for this condition, which may
> or may not include setting ally status (that's pretty straightforward).
> Select "SET AI SCRIPT AT LOCATION" and select the "Expansion <race>
> Campaign <difficulty>"  for the particular enemy you're fighting.
> You'll have to fill in the blanks according to the team's race you're
> creating the trigger for and also select the appropriate difficulty.
>
> 4.  Now select your location.  If you labeled each location
> appropriately you should just be able to drop it down and match it to
> the enemy you're triggering.  If you've got forces that are allied then
> copy the AI SCRIPT command and simply change the location according to
> the enemy's ally's position.  Repeat as necessary.
>
> 5.  Complete these trigger steps for each team or force as necessary...
> It's time consuming, but if you label everything accordingly it
> shouldn't be too confusing.  Keep in mind that the computer may choose
> to behave strangely once the fight starts, but it will fight
> nonetheless.
>
> Experiment with the different AI scripts!  The StarEdit help file
> offers pretty inaccurate info on how the different scripts make the
> computer act, so the best way to test is to just try them.  When
> testing the map it's best to use single player and cheat.  Use the all
> visibility cheat, "black sheep wall", the resource cheat, "show me the
> money", and the fastbuild cheat, "operation cwal".  Observe how your
> enemy acts and if you've done everything correctly they should act as
> they do on any other melee or free-for-all map.
>
> I hope this helps.


Thanks for the post
-- 
Steven Ung
The Ignorant Asian 
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