Staredit Network > Forums > SC2 Assistance > Topic: Zombie Ai advanced
Zombie Ai advanced
May 14 2011, 3:00 am
By: Bolshevik09  

May 14 2011, 3:00 am Bolshevik09 Post #1



Im currently working on a zombie map and i'm having trouble with some AI. I have the setup as following:

Player 8 owns Zombie units
Players 1-4 own Humans (1 each). Each player's unit is in "Player" unit group
Player 5 owns Sandbags (that block entrances). Each sandbag blocking an entrance is in "Sandbag" unit group.

I have the zombies ordered to attack Sandbags and i want them to kill every Sandbag in that unit group before they attack Player unit group. They start to attack Sandbags, but if the zombies are attacked by Player, zombies change their orders and go after the Players. I want the zombies to attack sandbags til they are all destroyed. How can i make it so that the zombies wont get interrupted?
Ive tried setting the Players as a neutral force but then the zombies will never attack them.

My only solution is to make the Zombies attacking the Sandbags say Player 7 and then converting them to Player 8 when they get inside... But i would like to avoid this at all cost if possible.
I used colors to help make this post less confusing!



None.

May 14 2011, 2:42 pm Ahli Post #2

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Give sandbags a dummy weapon with 0 damage. Then they are a higher threat because they could shot back.




May 14 2011, 3:02 pm Roy Post #3

An artist's depiction of an Extended Unit Death

It would probably be better if you had a way to distinguish between regular sandbags and entrance sandbags through something other than a unit group, like making a duplicate unit in the Data Editor. I might be mistaken, but I believe the Data Editor handles attack priorities, and all you would need to do is set the entrance sandbags to a higher priority than the attacking players.




May 14 2011, 4:24 pm Bolshevik09 Post #4



Quote from Roy
It would probably be better if you had a way to distinguish between regular sandbags and entrance sandbags through something other than a unit group, like making a duplicate unit in the Data Editor. I might be mistaken, but I believe the Data Editor handles attack priorities, and all you would need to do is set the entrance sandbags to a higher priority than the attacking players.
how do i set them to a higher priority? Will adding a dummy weapon to the sandbags make it high enough? And will that guarantee the zombies to kill off the sandbags first?



None.

May 14 2011, 4:29 pm Raitaki Post #5



Or, if you don't mind complexity, give sandbags an ability take redirects all damage to nearby human players to them. This will make damage to sandbags distributed more equally though.



None.

May 14 2011, 4:31 pm Roy Post #6

An artist's depiction of an Extended Unit Death

It's a field called "Combat - Attack Target Priority." It may work if you set the value to a high number, but if it doesn't, adding a dummy weapon as Ahli mentioned should guarantee it.

Quote from Raitaki
Or, if you don't mind complexity, give sandbags an ability take redirects all damage to nearby human players to them. This will make damage to sandbags distributed more equally though.
That would take from the realism and would be harder to implement.




May 14 2011, 4:35 pm Bolshevik09 Post #7



Quote from Roy
It's a field called "Combat - Attack Target Priority." It may work if you set the value to a high number, but if it doesn't, adding a dummy weapon as Ahli mentioned should guarantee it.

Quote from Raitaki
Or, if you don't mind complexity, give sandbags an ability take redirects all damage to nearby human players to them. This will make damage to sandbags distributed more equally though.
That would take from the realism and would be harder to implement.
i added the civilians "throw Molotov" weapon and they still ignored the sandbags when the player attacked, going to try the priority value next.

EDIT: cant find "Combat - Attack Target Priority." or anything with priority value.
By the way, remember Sandbags are destructible units

Post has been edited 1 time(s), last time on May 14 2011, 4:40 pm by Bolshevik09.



None.

May 14 2011, 4:49 pm Roy Post #8

An artist's depiction of an Extended Unit Death

All units have combat fields. Select the unit and search for "priority" and it should appear.

There's also "AI - AI Override Target Priority," which may be useful. I'm not sure what it does exactly, but it may override the AI's response to attack hostiles if you set it to a high number.




May 14 2011, 5:55 pm UnholyUrine Post #9



Do what roy says in order to get zombies attacking sandbags first

but wouldn't that mess up the Ai As well? If there's, like, one Sandbag @ the side, the zombies will group around to attack it rather than attack the players..



None.

May 14 2011, 6:00 pm Roy Post #10

An artist's depiction of an Extended Unit Death

Quote from UnholyUrine
but wouldn't that mess up the Ai As well? If there's, like, one Sandbag @ the side, the zombies will group around to attack it rather than attack the players..
Quote from Bolshevik09
I have the zombies ordered to attack Sandbags and i want them to kill every Sandbag in that unit group before they attack Player unit group.
That's why I suggested making a duplicate unit with those priorities for only the sandbags that should be destroyed before the zombies target the players. I'm assuming this is the desired effect.




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