Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Using Campaign AI Scripts
Using Campaign AI Scripts
Dec 15 2008, 11:32 am
By: TristanOfVP  

Dec 15 2008, 11:32 am TristanOfVP Post #1



Ok, so my friend and I are making a 3 player campaign, it's much like the Blizzard campaign in style but I'm having trouble with the AI scripts for the enemies. Sometimes they will build, send in their first wave and then just stop attacking after the first wave. I have all the obvious things correct like making sure the race and AI script are the same and for the right player, etc.

My friend and I have come across this problem several times. The only thing we've noticed that always works is if you only give the comp a nexus/cc/hatchery and 4 workers, but that's not how campaigns work.

Does anyone know how to make the comp run well on AI scrips? Any help is appreciated as always.
Thanks, Tristan



None.

Dec 15 2008, 12:34 pm Ahli Post #2

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

try out other ai scripts.
maybe open the ai scripts with an ai editor and read what exactly they do or just test them.

please notice that e.g. "Brood Wars Protoss 6 - Town A" is not a Protoss ai script (it's a Zerg one).
Open the campaign maps and look for what they were used.

To strengthen the ai in missions:
-create some units and let them patrol to your base (make sure that the player won't see the creation because it's ugly).
-use multiple enemies with the same color (player won't notice that).
-use an enemy with running "send all units to random/strategic suicide missions", give/create units to/for him and watch them trying to kill everything.
(to improve/alter this, just run this mission whenever an enemy lost a unit or a few seconds passed.)
-use ai scripts on some not captured exe. the ai will try to expand there over and over.
-make the player weaker




Dec 15 2008, 2:57 pm Biophysicist Post #3



Use two computers. Have one run a melee script and give it just a CC/Nexus/Hatchery and 4 workers (and an Overlord, if Zerg). Give the other one a starting town and have it run a campaign script.



None.

Dec 15 2008, 4:30 pm Grand_dracolich Post #4



From the map editor's readme:
Quote
With the exception of Area Town scripts, only one Campaign AI script should be run for each player. Each Campaign AI Script is associated with a Location. This Location must be centered near a source of Minerals and a source of Vespene Gas.
Campaign AI scripts are designed to start with an advantage over the player in initial resources and units. They will attempt to wear down players over time. They do not expand aggressively and perform best if supplied with enough starting resources to build through the technology tree (roughly 6000 each of gas and minerals).

Custom AI scripts are designed to start with the same resources as other players. They expand to gain new resources and attack players aggressively. Only one Custom AI script should be run for each player. They should not be used with Campaign AI scripts




None.

Dec 15 2008, 9:00 pm Biophysicist Post #5



I meant run them for different computer players...

Post has been edited 1 time(s), last time on Dec 15 2008, 9:00 pm by TassadarZeratul. Reason: PIE



None.

Dec 16 2008, 2:06 am Vi3t-X Post #6



In this way however, you would require 2 computer players of the same colour.

One set would aggressively expand, while the other managed its economy. If you used the "Shared Resources" System, this would work adequately.



None.

Dec 16 2008, 4:48 pm Biophysicist Post #7



How would computers react to shared resources, I wonder...



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