Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Execute AI script Random Suicide Mission
Execute AI script Random Suicide Mission
Aug 4 2009, 8:21 pm
By: Madroc  

Aug 4 2009, 8:21 pm Madroc Post #1



So in the RPG I'm working on, one of the choices is a wraith. Computer 7 is set aside to have a Valkyrie somewhere and Computer 7 also has an "always execute ai script random suicide mission preserve" trigger to make the Valkyrie always go towards the wraith, unless the wraith is cloaked. However, Computer 7 also has one other very important function, which is to control the vHP (blinded observers) that follow every player around (and which Computer 8 shoots at). Unfortunately the random suicide mission trigger makes the observers always follow the closest unit, be it a comsat station or one of Computer 8's units or another player, even though I have "always order observers to their respective player preserve" triggers for each player.

Could I be doing something wrong? If not, is there another way to detect the wraith's cloaking?
Thanks in advance :)




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Aug 4 2009, 8:28 pm Falkoner Post #2



You could use another cloaked wraith owned by the computer, and just put it closer to the wraith, just outside of range, using Mobile Grids.



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Aug 4 2009, 8:29 pm Biophysicist Post #3



Wouldn't making sure the "Always order observers to their repsective players" triggers execute after the AI script do it?



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Aug 4 2009, 8:33 pm Madroc Post #4



Quote from name:TassadarZeratul
Wouldn't making sure the "Always order observers to their repsective players" triggers execute after the AI script do it?
I tested making the order be under player 8 (so it happens after player 7's ai script happens), and it didn't do anything. Apparently the ai script overrides any order happening in the same trigger cycle.

Quote from Falkoner
You could use another cloaked wraith owned by the computer, and just put it closer to the wraith, just outside of range, using Mobile Grids.
Hm. I think Mobile grids would screw up because there's almost always another flying unit it the general vicinity, and burrowed grids wouldn't work because half the map is unwalkable. Right?




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Aug 4 2009, 8:35 pm Falkoner Post #5



Quote
Hm. I think Mobile grids would screw up because there's almost always another flying unit it the general vicinity, and burrowed grids wouldn't work because half the map is unwalkable. Right?

Yeah, that may be a problem then :P Have you tried ordering the Observers AFTER running the AI? Also, giving them to another player may erase that AI from them.



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Aug 4 2009, 8:37 pm Madroc Post #6



Quote from Falkoner
Yeah, that may be a problem then :P Have you tried ordering the Observers AFTER running the AI? Also, giving them to another player may erase that AI from them.
I have tried ordering the observers after running the ai, as i said in my last post in response to TZ. I'll test giving them to another player and then ordering them. If that works that would be great. I'll post the results in a sec.




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Aug 4 2009, 8:43 pm Madroc Post #7



Darn. Doesn't work. Here's the very simple test map i made to test if you want to see but it's not very interesting. I don't think I'm doing anything stupid.

Any other ideas?


Attachments:
(1)Test1.scx
Hits: 0 Size: 39.64kb



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Aug 4 2009, 11:53 pm Madroc Post #8



NVM, figured it out. Just give the observers to neutral and Computer 8 will still attack them but the P7 AI script wont have any effect on them. Duh :wallbash:

I'm going to have to change about 100 triggers. Crap. Close please. And thanks for your help.




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