Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Units mine but wont build (has ai insane)
Units mine but wont build (has ai insane)
Jan 11 2009, 12:44 am
By: FearM  

Jan 11 2009, 12:44 am FearM Post #1



Hey guys I hope you can help me out I made this map for me and my friend to mess around on, I wanted me and him to spawn ontop (NSS Gods player 1, player 2) vs Foolioz (players 3-8) I put in the triggers for Ai script Zerg Expansion Custom Level at Player 3 and so on for all players (tried insane aswell) and also the current player command at most 0 building End scenario in defeat and Non allied victory players commands at most o [buildings], but when I try to play the computer just mines and builds 1 pylon,overlord and nothing else. I cant figure out what im doing wrong, if anyone can id be much of thanks..

Attachments:
Stolen.scx
Hits: 4 Size: 89.95kb



None.

Jan 11 2009, 12:52 am NudeRaider Post #2

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

Make sure the race in the map description tag, the AI in the triggers and the buildings you preplaced on the map are all set to the correct, same race.




Jan 11 2009, 1:02 am FearM Post #3



Ya triggers match the race I have set for that player. Thank you for something to check for though.



None.

Jan 11 2009, 2:00 am TriggR_HappE Post #4



I've run into this problem before too in a map where I had 3 AI allies and 4 AI enemies, but like you said, they'd build 1 of something and just stop. The only way I got any of them to do anything, which ended up being only like 3 of them, was to start them out with 5000 mins, preplace all their buildings, and give them about 50 scvs with the command center pretty far away from the minerals so that they'd continue mining. A few years back I created a map like this that worked without all that nonsense though, just can't remember how. We must be doing something wrong.



None.

Jan 11 2009, 2:13 am Biophysicist Post #5



Quote
1 pylon,overlord
Erm... Zerg AI shouldn't be building Pylons...



None.

Jan 11 2009, 2:30 am Lord Malvanis Post #6



Quote

Quote
1 pylon,overlord
Quote
Erm... Zerg AI shouldn't be building Pylons...

Not all of them are Zerg TZ, he means for each race its pretty much 1 building/unit and nothing

I'm not sure what I did in this map to make the comps work but you can take a look at my trigs

Attachments:
World War 3 - The Final War.scm
Hits: 2 Size: 98.06kb



None.

Jan 11 2009, 2:42 am Elvang Post #7



Changing it from run at location to run didn't help... resetting all changes to units and upgrades didn't help either, though they did start stealing minerals from me for some reason. The protoss and terran never built anything other than workers, and the zerg continually built workers, adding an overlord when hitting the pop cap. Maybe the computer just doesn't like stacked minerals?

EDIT: Also, didn't realize triggers without conditions were allowed.



None.

Jan 11 2009, 4:05 am 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

Lol. Nice trap you set up there for us.

You disabled the buildings for them.




Jan 11 2009, 4:46 am TriggR_HappE Post #9



Unstacking the minerals didn't help anything in my map.



None.

Jan 11 2009, 4:56 am FearM Post #10



changed the buildings and mineral stack didnt change anything :(



None.

Jan 11 2009, 5:15 am TriggR_HappE Post #11



I figured out how to make mine work. I had originally put the AI script with an always condition and included a "preserve trigger". Removing the preserve trigger made them do what they were supposed to. But I also set one up just like yours are with now conditions and it worked fine.

Post has been edited 2 time(s), last time on Jan 11 2009, 5:27 am by TriggR_HappE.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[03:08 pm]
Sylph-Of-Space -- woah! nice! thank you!
[04:05 am]
O)FaRTy1billion[MM] -- the setting exists, it's just hidden in a weird place
[04:04 am]
O)FaRTy1billion[MM] -- instead change "Microtile Overlay" to "Impassable"
[04:04 am]
O)FaRTy1billion[MM] -- er, wait, idk why i was looking for height
[04:03 am]
O)FaRTy1billion[MM] -- below the minimap should be a thing that says "Overlay Settings" with a little + button in the corner, press the + to expand it, uncheck Use Defaults, then change "Tile Overlay" to "Height"
[03:57 am]
Sylph-Of-Space -- Unless I'm dum (possible)
[03:57 am]
Sylph-Of-Space -- It would be so so so nice if SCMDraft had some kind of dedicated "walkability" view for the tilesets.
[03:53 am]
Sylph-Of-Space -- :'( dont cry for me cat-gentina
[09:18 pm]
Ultraviolet -- 🔪🐈
[2024-5-19. : 12:34 pm]
NudeRaider -- curiosity kills the cat!
Please log in to shout.


Members Online: Roy, Zergy