My RPG map has some strange AI issues. Units are placed in the sort of manner you would see in an impossible map. They are neutral until it is time to fight them, and they are then given to the enemy. The problem is, about 2/3 through the game, units will stop attacking. I have units spawning as well, and their AI seems to work fine. They will attack normally-- only preplaced units have problems.
The glitched units are owned by the correct player (the enemy), they are attackable, and they are mutual enemies. They simply sit and take hits. The point in the game in which units stop attacking is very hard to pinpoint, but I think I have a good idea where it is. There are no unusual triggers, and absolutely no AI scripts.
I can, of course, post the map, if it helps. I also have a replay (but it's very long). If anyone can suggest how I can begin troubleshooting this issue, please help me out.
Thanks,
Viett
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Post the map. Not the replay.
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Thanks for the reply.
http://aviettran.com/AAII/Airship%20Attack%20II.scxFeel free to play it-- it's in working condition, although it's nowhere near complete. It's very busy, though. Feel free to ask questions.
To play, pick a unit from the shuttle. To start a level, move to the Ghost inside of the ship. To get back in the ship, unload the Marine from the shuttle.
Edit: Figure the replay might be helpful anyway.
http://aviettran.com/AAII/AAII%20test%206.8.09.rep
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I think this is a glitch in starcraft caused by nearing limits, I'm not sure though.
I say that because I'm pretty sure I've seen it in other maps, and only in advanced maps or unit intensive maps or something. I'm not quite sure. Anyways, I'm very interested in the result of this.
Post has been edited 2 time(s), last time on Jun 11 2009, 5:12 am by scwizard.
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I watched the 1.5 hour replay at x16 and I didn't notice the problem you described.
I would say "avoid pre placed units" but that's not feasible for your map.
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It's definitely evident in the replay. At about 52 minutes, preplaced Zerglings, Hydralisks, Lurkers, Guardians, and Mutalisks just sit. Notice we have to scan around for Lurkers, because we can't find them since they don't attack.
Not very reassuring that this could be an issue with having too many placed units on the map (about 1400). Is there any way to solve this issue?
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Err, that was just a guess. I'd wait for a more conclusive answer before worrying too much.
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Still looking for a solution. I played the map again, and at the same point in the map, preplaced units stopped attacking. I did notice that a preplaced Kukulza works fine, if that piece of information helps at all. I also forgot to mention that Sunken Colonies fire as well.
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Edit the map. I'm not gonna play through all that just to help you solve an error; sorry. Change it so I start by the dysfunctional units.
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Sure thing. I have prepared an edited version for this purpose.
http://aviettran.com/AAII/Airship%20Attack%20II%20tester.scxYou will have to clear the first level, then bring a unit to the Ghost within the ship. You will then automatically skip to the last level before the Zerg enemies. Bring one of the hero Scouts, and the level is triggered to end.
The only problem is that when you skip directly to the Zerg, they do not suffer from this AI issue.
Also, here is an additional replay with the same symptoms:
http://aviettran.com/AAII/AAII%20test%206.13.09.repI really am trying hard to solve this issue. I have put a lot of effort into this map, and would like to see it through to completion. Any recommendations or suggestions on how to troubleshoot would be greatly appreciated.
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This is due to the SC AI nearing its limits.... Once the comps reach a certain time or number of units (i think)... just creating the units will NOT work as they won't do anything...
The way to solve this is to Order the units to Patrol.. This complicates things but at least they'd do stuff...
You should see this problem in any of those old school RPGS.. (and probably new ones too).. And even in Temple Siege and what not...
It happens in maps that take a long time =_="
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so what is this cap any clue? This would be extremely helpful to know a rough estimate so we can avoid it. Also what about civilization maps. I've maxed a few before and seen no ai problems. They all stand there but still attack when im near.
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I had a feeling it was something like that.
so what is this cap any clue? This would be extremely helpful to know a rough estimate so we can avoid it. Also what about civilization maps. I've maxed a few before and seen no ai problems. They all stand there but still attack when im near.
I'd like to know to, however I don't think anyone knows. This is really a question for Heinermann or DoA. I'll go nag them.
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[00:45] Heinermann (): urine is probably right
[00:45] scwizard: good to know
[00:46] scwizard: do you know anything about the specifics though?
[00:46] Heinermann (): hmm
[00:46] Heinermann (): no
[00:46] scwizard: k, just though I'd give it a shot since you'd done AI work
[00:46] Heinermann (): urine is probably right, but I think it's something else
[00:46] scwizard: like what?
[00:47] Heinermann (): I can't say for sure
[00:47] scwizard: k
[00:47] Heinermann (): but orders and running scripts are part of it
[00:47] scwizard: so less orders and scripts would make this less likely to happen?
[00:47] Heinermann (): possibly
This might be reasonably helpful.
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I made a test map for unit limit [I have no idea why, please don't ask] and it's about 1667. I can post the test map if you want me to. That's about all the help I can give...