AI question?
Jul 26 2010, 5:28 am
By: tentons01  

Jul 26 2010, 5:28 am tentons01 Post #1



Im creating a type of zombie map, and the zombies are controlled by a computer. Would i use the "send units on random suicide missions" script to make them hunt down the human players? Also, you are able to place barricades (Going to use protoss vespene orb for the barricade) around the map or in choke points. How would i made the computer player attack these barricades instead of getting stuck trying to get to the human player? Oh and before i forget, one more question. How do you detect when a ling is burrowed? Like if you have a zergling, and you want a trigger to happen as soon as it burrows.

Post has been edited 1 time(s), last time on Jul 26 2010, 5:35 am by tentons01.



None.

Jul 26 2010, 6:15 am Vrael Post #2



That script will not make them specifically "hunt" down players, no. For that you could do something like, center a big location on the player's unit every so often and issue a "patrol" order, the only downside to this is if multiple players are close by then the zombies will attack towards whatever order was issued last, instead of whatever player is closest. You could circumvent this by using successively smaller locations and ordering the zombies multiple times.

As for the attacking of barricades, first make sure the computers or computer/whoever owns the barricade is unallied, and try cycling through the barricade units (if you have a spare player) with a small location (maybe 1x1 or 1.5x1.5) and ordering any zombies at that location to patrol to that location. The "attack" order doesn't work nearly as well as "patrol"

http://www.staredit.net/topic/7783/
^ burrow detection section in there. Please utilize it, it contains much information.



None.

Jul 26 2010, 6:17 am tentons01 Post #3



okay thanks a lot! In your link, the link about burrow detection under the burrow collapse box, does not work. Where can i find it?



None.

Jul 26 2010, 6:27 am Lanthanide Post #4



Also note that the vespene orbs and mineral chunks have default maximum armor of 255 (even if you've set it to 0 in the editor), so most attacks do 0.5 damage to them.



None.

Jul 26 2010, 8:06 am 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

The wiki is down while we're transitioning to sc2 along with a new wiki.

We have all the articles thrown together in this link though
http://www.staredit.net/?p=oldwiki
It's not pretty but you should be able to find what you want when you look for a keyword like "burrow"

I'll give you a quick rundown of burrow detection though:
You center a 1x1 pixel (not 1x1 blocks) location on the unit in question. Then you move a unit there.
In another trigger you check if the unit you just moved is inside the 1x1 location. If it is, the unit you centered on is burrowed. Otherwise the unit you moved would have been pushed off and not detect by a 1 pixel location.




Jul 26 2010, 11:21 am Symmetry Post #6

Dungeon Master

Quote from Lanthanide
Also note that the vespene orbs and mineral chunks have default maximum armor of 255 (even if you've set it to 0 in the editor), so most attacks do 0.5 damage to them.

Not true in the slightest. Vespene orbs/tanks/sacs and mineral chunks have 0 armour; their unit size is independant and this is why they take 1 damage every two hits.



:voy: :jaff: :voy: :jaff:

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