Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Finding the best AI Script
Finding the best AI Script
Feb 5 2010, 3:08 am
By: Pinky  

Feb 5 2010, 3:08 am Pinky Post #1



Hey I am trying to find the most intelligent AI Script for an RPG I currently use Junk Yard Dog but I am finding in playtesting that it is too easy to micro them (sometimes they just walk back and forth). Does anyone have any good ideas for making intelligent, challenging roaming monsters? Are there better scripts perhaps?



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Feb 5 2010, 5:38 am Falkoner Post #2



Junk Yard Dog, and have a location following your hero that orders any units nearby to attack him. Only problem is getting them to JYD again if he manages to run away, not sure how your map works, so I don't know what would be best for it.

The other option is doing like most Open RPGs do and just have a bunch of waypoints for each area that order the monsters in a loop.



None.

Feb 5 2010, 6:15 am Pinky Post #3



Quote from Falkoner
Junk Yard Dog, and have a location following your hero that orders any units nearby to attack him. Only problem is getting them to JYD again if he manages to run away, not sure how your map works, so I don't know what would be best for it.
Yeah that's what I originally had but yeah they would just stand still after you got away. Hmm I just thought of something, having a death counter counting and making it JYD every time the counter hits X then reseting the counter... I will try that later.

Quote from Falkoner
The other option is doing like most Open RPGs do and just have a bunch of waypoints for each area that order the monsters in a loop.
My terrain isn't open enough for something like that to work I think. Also that would use too many locations.



None.

Feb 5 2010, 6:17 am Falkoner Post #4



Quote
Yeah that's what I originally had but yeah they would just stand still after you got away. Hmm I just thought of something, having a death counter counting and making it JYD every time the counter hits X then reseting the counter... I will try that later.

That could definitely work, just be sure to also include an order to any units inside the hero's location at the same time, so they don't just wander away in mid-attack.



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Feb 5 2010, 6:27 am Pinky Post #5



Yeah playtesting revealed that worked fine. I have the attack order for the hero location on preserve so there's no problem with them wandering away in mid-attack.

Sometimes a stray Zergling will just stand still though, not too sure about that.



None.

Feb 5 2010, 7:32 pm samsizzle Post #6



Just make some simple condition and order ai. With actual triggers, Its not that difficult to give them simple intelligence.



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[2024-5-06. : 5:02 am]
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[2024-5-06. : 5:02 am]
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[2024-5-06. : 5:01 am]
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[2024-5-06. : 3:04 am]
Ultraviolet -- Vrael
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With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[2024-5-06. : 12:51 am]
Oh_Man -- definitely EUD
[2024-5-05. : 9:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[2024-5-05. : 9:35 pm]
Vrael -- that is insane
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Vrael -- damn is that all EUD effects?
[2024-5-04. : 10:53 pm]
Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
[2024-5-04. : 1:05 am]
Vrael -- I won't stand for people going around saying things like im not a total madman
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