Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Found Strange AI Script Bug?
[SOLVED] Found Strange AI Script Bug?
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Jan 7 2012, 5:42 pm
By: alaska  

Jan 7 2012, 5:42 pm alaska Post #1



EDIT: OK I have been working on a map as you can imagine. I have many zergling preplaced in areas along my map without any AI scripts to make them do anything.
I was trying to figure out how to get a few protoss units to use spells and use the Protoss-9 Spell Zerg- Anywhere; Thinking it would cause the protoss units to use their abilitys.
Instead now I have all the zerglings on my map acting like ants. They consoladate in groups a little ways away from me (Im making an RPG) and then once their all burrowed and hidden, they rush me! I had to ask or tell about this cause I thought it was interesting to see the AI behave this way. AND it only seems the affect the zerglings on my map, no other zerg units. What is this script?



Ok I want to make it look as if some zeglings are digging a tunnel. I figured I could cloak a building and have some units attack it. I haven't tried it.

Question: Can u cloak a building, have it be attacked, and can u place sprites on top of building without problems? I would need a rock covering it so it appears they are digging at the rock. (can u mix doodads from other tile sets? Has anyone ever tried to combine tilesets? Mixing jungle and ashworld for example)

Post has been edited 1 time(s), last time on Jan 8 2012, 6:37 am by alaska.



None.

Jan 7 2012, 5:43 pm The Starport Post #2



Burrow neutral hero unit, give zerglings detection.



None.

Jan 7 2012, 5:51 pm alaska Post #3



Ahh sounds perfect. Thank you sir.



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Jan 7 2012, 6:31 pm Mp)HellFire Post #4



You cant mix tilesets but what you can mix are the Spirtes from other terrain(s) together.

You can cloak some units/buildings but by far.. every zerg building will crash you if you disable doodad state on them.



None.

Jan 7 2012, 6:59 pm c(O.Oc) Post #5



If you place an Independent Command Center in SCMDraft 2, then kill it when the map starts, it will place a rock doodad about four tiles up. If you don't
kill it however, it will crash anybody who looks at it, except hackers. You can cloak buildings if you know how, but only certain ones.

Here's a list a units that can be cloaked: Set Doodad State



None.

Jan 8 2012, 4:43 pm Pr0nogo Post #6



What editor are you using?

And in the future, just start a new thread. :)




Jan 8 2012, 6:06 pm alaska Post #7



Stardraft 2.0, I always feel like I'm clogging the fourms of I male too many topics lol
Idk why this script does this, but it makes a interesting twist when set on a switch later in a game. Suddenly, your hunted.



None.

Jan 8 2012, 6:59 pm Pr0nogo Post #8



That's an interesting concept. I might be able to make use of it in my campaign, so thanks for the find!




Jan 9 2012, 2:47 am Biophysicist Post #9



Here's a copy-paste of the script itself, according to PyAI.
herp derp lolcats


Some questions for you: Does the AI have any way of mining? Does it have any structures? What upgrades and technology does it start with, if any? What units does it have? (Be sure to mention if a unit is a hero or not - as far as the game engine is concerned, the Ultralisk and the Torrosque, for example, are completely different.)



None.

Jan 9 2012, 3:04 am alaska Post #10



Their are no drones or probes on this map, or any other "town" buildings for this force. The script is ran for a Zerg race. The computer that owns the script has like 100 misc preplaced zeglings, along with other zerg units.
All other units behave as intended. The script only affects my zerglings. The zerglings do not attack untill they are all togeather. Sometimes they have two large groups, but they dont attack until all units are consoladated and burrowed. Then BAM, they attack. Just thought this was interesting to note. Since by discription, Protoss 9- Spell Zerg sounds like a protoss sctipt telling the AI to use their spells un a specific situation.

Yes the main unit they target is a hero.

More of a question to answer: How do AI scripts behave when given to the wrong Race?



None.

Jan 9 2012, 3:22 am Raitaki Post #11



All AI scripts with the format of [race] # - [stuff] or Expansion/Brood War [race] # - [stuff] are AI scripts used by computer players in the campaigns. The [race] # part refers to the mission the script is used in, while the [stuff] part gives a description of the AI script, such as which AI town it would be apply to. For example, Protoss 9 - Spell Zerg might refer to a Zerg town that is supposed to research and upgrade stuff on the 9th campaign mission for protoss. Therefore you shouldn't touch any AI scripts of this format if you don't know what it does. I don't know if the set race matters for AI scripts, but usually AI scripts SHOULD not affect a computer player if that player possesses no buildings and/or units of the race of the script. Some AI scripts can do pretty weird stuff tho. In the map I made for a project at school, I ran the script "Brood Wars Terran 2 - Town B" with the intended effect of having the computer building a nuke after setting a nuke's cost to 0 and giving him no resources and only a CC with nuke silo....then got surprised when all of a sudden marines belonging to that player (unlargely unused in my map) started pouring everywhere killing things within like 1 minute into the map.

As for your particular case, I'll take a guess that the lings behave that way because it is the usual way of AI lings to behave to defend base. In a melee scenario vs computer, you might notice that the AI's ground defenses consist of a bunch of Zerg units burrowed throughout the base, which will unburrow to engage attackers, and return to position to burrow again if no more attackers are in sight or if they are untargettable for those zerg units (i.e. Wraiths vs lings). As for making AI protoss use spells, can you tell us what spells you want it to use, and on who?



None.

Jan 9 2012, 3:23 am Biophysicist Post #12



Quote
Since by discription, Protoss 9- Spell Zerg sounds like a protoss sctipt telling the AI to use their spells un a specific situation.
It's a script used by some zerg in the ninth Protoss mission (in the vanilla campaign, I think). AI scripts don't make the AI cast spells and stuff like you're assuming (with a few weird exceptions, like the one that makes Arbiters cast Recall).

You didn't really answer my question about what units the AI has. You said it has Zerglings, but that's obvious. I specifically am interested in Hydralisks, Ultralisks, Mutalisks, and Guardians, but NOT the hero forms of those units.)

I'm not sure what effect an AI script has when given to the wrong race. I do know, however, that, at least in melee, the AI will not build/train units belonging to a different race, even if it otherwise has the ability to do so.



None.

Jan 9 2012, 4:48 am alaska Post #13



I have many of all the zerg units on this particular map. (Hydralisks, Ultraklist, Mutalist, Lurker and ect) Thats what sprung my curiosity that just regular zerglings act this way. Im the hero unit, which they attack.

I wanted a Dark Archon to use Malastorm and Mind control on units when they encountor them, is what i was attempting to do. Then I suddenly saw like 50 zerglings grouped in my map and then wandering around like a herd of buffalo and just started watching them.



None.

Jan 9 2012, 4:56 am Raitaki Post #14



For maelstrom I guess you can have organic units attacking the DA. I think they mind control high-priority enemy units automAtically. Dunno how to make em mind control weak units like lings and hydras tho.



None.

Jan 9 2012, 5:24 am Lanthanide Post #15



For provoking CPU-controlled units to cast spells:
http://www.staredit.net/?p=oldwiki&s=42
http://www.staredit.net/?p=oldwiki&s=48
http://www.staredit.net/?p=oldwiki&s=57

Also this:
http://www.staredit.net/topic/13823/

There's also a demo map somewhere that has the provokable spells shown. I'll see if I can find it.

Edit: Found it. In this map pack it is called Spell Reference: http://www.staredit.net/files/1756/

I believe it might be protected, which is really quite stupid for a demonstration map. Easy enough to unprotect it though.

Post has been edited 1 time(s), last time on Jan 9 2012, 5:48 am by Lanthanide.



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