Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Complete AI script listing
Complete AI script listing
Dec 20 2008, 4:00 pm
By: Grand_dracolich  

Dec 20 2008, 4:00 pm Grand_dracolich Post #1



Is there a list of all the AI scripts in Starcraft and BW (and the ones used in the campaign maps), with what each script prefers (like 'Protoss 9 - Spell Zerg' using a lot of Queens and Defilers)?

If there isn't, I'll try to open up the scripts in an AI editor and try to make such a list, myself.



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Dec 20 2008, 4:45 pm Marshot Post #2



Im seeking for smt. similar. On the 7th Post is a Link to the best List i found - not very helpfull.
If u make something usefull, feel free to share it :D
If u need help at it, i might get some time - Just ask.



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Dec 20 2008, 6:39 pm NudeRaider Post #3

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

There is no such list. But it is something that is asked a lot.

So it would be most appreciated by a lot of people if you would create a wiki article with that information.




Dec 20 2008, 6:46 pm Grand_dracolich Post #4



Okay, I started on the list, and I think I've gotten the gist of what these scripts mean (Purple Zerg, in Protoss mission 10, for example, isn't nearly the threat Red is), but I'm having trouble with a few terms. What does DefenseUse_GG and DefenseBuild_GG mean, exactly? And what do the numbers next to certain lines (For example "build 1 command _enter 150") mean?

Also, if I make the list, can someone else wiki it? I've always been terrible at making and editing wiki pages.

Edit: Oh, should I detail exactly what each attack group is made up of, or should I generalize it?

Post has been edited 1 time(s), last time on Dec 20 2008, 6:57 pm by Grand_dracolich.



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Dec 20 2008, 7:18 pm NudeRaider Post #5

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

I think there's no such thing as overinformation as long as you make a well organized list.
You could even make a Excel table and attach it.

Just post your results in this topic. I'm sure someone will wikify it.
Godspeed

P.S. I'm sorry but I've no clue what these mean, I never looked into AIs. I'm more of a hardcore trigger guy than a "make the computer as I please guy"




Dec 20 2008, 7:28 pm ForTheSwarm Post #6



The numbers next to certain lines is the priorty of that action. For example, "build 1 marine 150" will be done before "build 1 supply_center 20".



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Dec 20 2008, 7:42 pm Grand_dracolich Post #7



@ForTheSwarm: Thanks!

I don't really have a major problem with including detailed attack information, but when it gets to the larger scripts ("Terran Custom Level", for example), I would have a hard time writing down all of them. For example:

(Attacks in parentheses, by the way, loop. After the 12 zerglings, it'll use 2 mutalisks a little while later.)
Quote
Terran 3 - Zerg Town:

Used by: Player 5 (Orange Zerg) in Terran mission 3 "Desperate Alliance".

Attacks:
2 zerglings. 4 zerglings. 4 zerglings/1 hydralisk. 2 hydralisks/1 mutalisk. 6 zerglings. (2 mutalisks. 6 zerglings/3 hydralisks. 6 hydralisks/14 zerglings. 4 mutalisks. 3 zerglings. 2 hydralisks. 6 zerglings/2 hydralisks. 3 hydralisks. 5 zerglings/3 hydralisks/2 mutalisks. 12 zerglings.)

Used abilities: Burrow.

Quote
Terran 3 - Zerg Town:

Used by: Player 5 (Orange Zerg) in Terran mission 3 "Desperate Alliance".

Synopsys: Uses medium groups of zerglings, hydralisks and mutalisks. 2-12 zerglings. 1-6 hydralisks. 1-4 mutalisks.

Used abilities: Burrow.

Should I, by the way, include the obvious scripts visible in the default editor, like Terran Custom Level, Expansion Zerg Campaign Easy, etc.? They're incredibly massive (not to mention diced up), and I would have an incredibly hard time reading them, let along translating. I originally thought of this list so I'd know what built-in campaign script does what.



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Dec 20 2008, 8:21 pm NudeRaider Post #8

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Grand_dracolich
Should I, by the way, include the obvious scripts visible in the default editor, like Terran Custom Level, Expansion Zerg Campaign Easy, etc.? They're incredibly massive (not to mention diced up), and I would have an incredibly hard time reading them, let along translating. I originally thought of this list so I'd know what built-in campaign script does what.
As I said you should try to include as much as possible.
If something is too much work for you there's no way we're forcing you to do it anyway. ;)
Maybe when you got a decent basis people will keep it up and fill in missing information.




Dec 21 2008, 2:41 pm Falkoner Post #9



Quote
AI Scripts

By Blizzard Entertainment, 2004-10-26 @ 01:00:00

All information about regular AI Scripts was taken directly from StarEdit Help. Copyright © 1997 Blizzard Entertainment. All Rights Reserved.

The Campaign Editor offers a variety of AI scripts that can be used to alter the computer behavior in a "Use Map Settings" game. These scripts, when applied correctly, give you the ability to dynamically alter the behavior of the computer AI. Note that by default, computer controlled players defend themselves but do not build or attack unless assigned an AI script. In other Game Types, the computer AI defaults to the Custom Level script appropriate for its species.

Scripts available in Run AI Script:

Send all Units on Strategic Suicide Missions – All computer units will mass and attack one target at a time until all enemy structures and units are dead.
Send all Units on Random Suicide Missions – All computer units will choose random targets and attack anything that they see.
Switch Computer Player to Rescuable – The computer town will become a rescuable area, and the player(s) in the campaign can gain control of all available units and/or structures.

Scripts available in Run AI Script At Location:

Any scripts marked with [Expansion] prior to their names have two selections. One selection will be with the [Expansion] predicate, the other without. If you choose a script that has the [Expansion] predicate, the AI will utilize the new units that have been included in Brood War.
[Expansion] Terran Custom Level – The computer will build a town, expand that town, and attack any enemies that it encounters on the map.
[Expansion] Zerg Custom Level – The computer will build a town, expand that town, and attack any enemies that it encounters on the map.

[Expansion] Protoss Custom Level – The computer will build a town, expand that town, and attack any enemies that it encounters on the map.
[Expansion] Terran Campaign Easy – The computer will only build basic units (Goliaths, non-cloaking Wraiths, non siege-mode Tanks, etc.)
[Expansion] Terran Campaign Medium – The computer will build all basic units, and research the basic level technologies. Science vessels and “nukes” are not researched.
[Expansion] Terran Campaign Difficult – The computer will build all units with all research abilities.

[Expansion] Terran Campaign Insane – The computer will build all units and research abilities. After doing so, the computer will school you in the art of playing Starcraft.
[Expansion] Terran Campaign Area Town – The computer will harvest only, no attack. This is useful for “mining” bases.
[Expansion] Zerg Campaign Easy – The computer will build all basic units (Mutalisks, Zergling, etc.)
[Expansion] Zerg Campaign Medium – The computer will build all basic units, and research the basic level technologies. The computer will continue to research until the Ultralisk unit can be produced.

[Expansion] Zerg Campaign Difficult – The computer will build all units, and research all technologies.
[Expansion] Zerg Campaign Insane – The computer will build all units, and research all technologies. After doing so, the computer will school you in the art of playing Starcraft.
[Expansion] Zerg Campaign Area Town – The computer will harvest only, no attack. This is useful for “mining” bases.
[Expansion] Protoss Campaign Easy – The computer will build all basic units (until the Scout units can be produced.)

[Expansion] Protoss Campaign Medium – The computer will build all basic units, and research the basic technology tree (stopping at the Carrier units.)
[Expansion] Protoss Campaign Difficult – The computer will build all units, and research all technologies.
[Expansion] Protoss Campaign Insane – The computer will build all units, and research all technologies. After doing so, the computer will school you in the art of playing Starcraft.
[Expansion] Protoss Campaign Area Town – The computer will harvest only, no attack. This is useful for “mining” bases.

Set Player To Enemy – This will make all units within a selected region enemies with the player processing the trigger.
Set Player To Ally – This will make all units within a selected region allies with the player processing the trigger.
Value this Area Higher – This will set a region as “important” to the computer AI. After this has been processed, the computer will send forces to this region to defend it.
Enter Closest Bunker – All units within the region specified will enter the closest bunker, as long as a bunker is available for them to enter.
Enter Transport – All units within the region specified will enter the closest transport, as long as a transport is available for them to enter.
Exit Transport – All units within a transport in the region specified exit that transport.

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.

Hidden AI Scripts
These AI Scripts are hidden in regular StarEdit.

Turn ON Shared Vision for Player – Turns off vision for a specified player.
Turn OFF Shared Vision for Player – Turns off shared vision for a specified player.
Move Dark Templars to Region – Causes a computer player to move Dark Templars towards a location.
Clear Previous Combat Data - Removes any orders to comptuer units.
Set Generic Command Target - Set's a command target to be used for "Make These Units Patrol" AI Script.
Make These Units Patrol - Sends units to attack towards a certain location that is set by "Set Generic Command Target". The upper left is the default setting.
AI Nuke Here - Causes Ghosts to nuke a certain area. Remember to give the computer player the ability to build nukes, enough money to buy nukes, enough supply to build the nukes, and set nuke build time to 1.
AI Harass Here - Causes computer players to harass a certain area.
Set Unit Order To: Junk Yard Dog - Causes computer units to roam around a map randomly. (Similar to the way critters move)
Cast Disruption Web - Causes computer players to cast disruption web. This requires Corsairs, and they need to have the the ability, and the energy to use it.
Cast Recall - Causes computer arbiters to use recall on a location. This requires Arbiters, and they need to have the ability and energy to use it.

Most of that is already in the help file of StarEdit. Of course, that doesn't cover all AIs, I remember seeing a list somewhere where someone was testing out the AIs, but that was pretty incomplete and useless, best thing you can do is check each script with an AI Script editor and see what it is truly supposed to do.



None.

Dec 21 2008, 7:38 pm Grand_dracolich Post #10



A good chunk of the list is done. I'll put it here for review and suggestions:

Preliminary list


Post has been edited 1 time(s), last time on Dec 21 2008, 11:14 pm by Grand_dracolich.



None.

Dec 21 2008, 10:25 pm NudeRaider Post #11

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Grand_dracolich
A good chunk of the list is done. I'll put it here for review and suggestions:

Collapse Box


Man, I wish SEN had spoiler tags.
What do you mean with spoiler? Maybe collapse? :P




Dec 21 2008, 10:32 pm A_of-s_t Post #12

aka idmontie

Brood War AI



Personal GitHub
Starcraft GitHub Organization - Feel free to request member status!
TwitchTV

Dec 21 2008, 11:18 pm Grand_dracolich Post #13



@NudeRaider: Thanks! :D

@A_of-S_T: I looked on the site, but I couldn't find anything on the built-in campaign AI scripts. Did I miss something on there?



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Dec 21 2008, 11:27 pm A_of-s_t Post #14

aka idmontie

Quote from Grand_dracolich
@NudeRaider: Thanks! :D

@A_of-S_T: I looked on the site, but I couldn't find anything on the built-in campaign AI scripts. Did I miss something on there?
The site teaches everything you need to know about AI scripts, so you can just look through the campaign scripts yourself and see what each one does.



Personal GitHub
Starcraft GitHub Organization - Feel free to request member status!
TwitchTV

Dec 22 2008, 12:00 am Grand_dracolich Post #15



Ah, thanks! Anywho, I'm knee-deep in the Zerg campaign AI scripts. It's going pretty quickly.



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Dec 23 2008, 12:35 am Grand_dracolich Post #16



Done with the vanilla SC campaign map AI scripts! The current list is attached to this post. I'll consider it done when the BW scripts are done, since the Custom and Difficulty-level scripts are much more complex and random to be documented properly.

Attachments:
SC AI scripts v0.5.txt
Hits: 50 Size: 25.05kb



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Dec 25 2018, 9:51 pm george Post #17



I am jsut curious, but i tried a lot of these scripts in my map and A.I does almost nothing....for example the terran heavy attack does almost nothing, and other scripts are weird too, your description about them just i dont know, maybe i do somthing wrong in the editor, but these A.Is in the game are very low performance :/ i want a good scrips for my map but unfortunately a dont know how to make them and i am not sure i can learn it, ok, i know many thing about HTML and CSS and making webpages with it, but this, scripting is something else...



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Dec 25 2018, 11:00 pm Lanthanide Post #18



The campaign scripts are made specifically for the maps they are named after. They generally expect the computer to have specific starting units and buildings, and they aren't designed to expand across the map - in single player the computer is designed to sit there and act as an obstacle for the player, not actually a genuine challenge that tries to kill the player.

So, don't try and use the campaign scripts in custom maps as they generally won't do anything.



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Dec 25 2018, 11:41 pm Pr0nogo Post #19



Quote from Lanthanide
So, don't try and use the campaign scripts in custom maps as they generally won't do anything.
This is just blatantly false. Campaign AI is almost always better than the difficulty scripts. Use this reference sheet by Nekron.

Reading aiscript is incredibly simple. Here's the AI from the first BW terran map. Most of this stuff will be obvious to you, like build quantities, attack commands, etc. A more thorough reference sheet (also by Nekron) is available here if you want to continue reading..




Dec 26 2018, 1:02 am Lanthanide Post #20



Depending on your definition of "better".



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