AI Trigger
Feb 11 2018, 1:42 pm
By: ChickenSandwich  

Feb 11 2018, 1:42 pm ChickenSandwich Post #1



Description:
3 Computer players. 1 zerg 1 terran 1 protoss

each team has a main base of 3 hatcheries/command centers/nexus, each of which are surrounded and separated side by side by ore and gas with the top open.
each team has 2 expansion bases outside the main base area
each team starts with 8 workers at each main building and also have sufficient supply

locations:
each team has a main base location which is covering all 3 hatcheries/command centers/nexus surrounded and separated by resources side by side.
The location also extends above the bases for building room. (i dont actually know if this is needed or not)

Each base expansion has a location covering it with building room.

Triggers:
player 2 - Always - Execute AI script 'zerg campaign insane' at 'zerg base'
player 2 - Always - Execute AI script 'zerg campaign insane' at 'zerg base2'
player 2 - Always - Execute AI script 'zerg campaign insane' at 'zerg base3'

player 3 - Always - Execute AI script 'protoss campaign insane' at 'protoss base'
player 3 - Always - Execute AI script 'protoss campaign insane' at 'protoss base2'
player 3 - Always - Execute AI script 'protoss campaign insane' at 'protoss base3'

player 4 - Always - Execute AI script 'terran campaign insane' at 'terran base'
player 4 - Always - Execute AI script 'terran campaign insane' at 'terran base2'
player 4 - Always - Execute AI script 'terran campaign insane' at 'terran base3'

Problem:
the first test: zerg worked fine, terran worked fine, protoss built 1 nexus and stopped
second test: zerg built a hatchery and stopped, terran worked fine, protoss worked fine
third: zerg built a hatchery and stopped, terran built a command center and stopped, protoss worked fine
etc etc

i tried changing them to custom level instead of campaign insane but it pretty much did the same thing.

I dont quite understand the importance of Area Town. if someone could briefly explain this i will be thankful :)
Is expansion campaign insane for bases outside the main base?

Attachments:
stc prob.jpg
Hits: 4 Size: 613.17kb



None.

Feb 11 2018, 2:46 pm Pr0nogo Post #2



You're running three AI scripts with main town headers. You need to run area town scripts at the other bases, and only have one main town script at the main base.

Area town separates all structures from the main town and manages its needs separately. It still uses global properties like defense calls and define_max limits, though.




Feb 11 2018, 2:52 pm DarkenedFantasies Post #3

Roy's Secret Service

Running multiple campaign (Main Town) scripts for one player is in most cases inadvisable; Area Town scripts are used for additional bases. (e.g. terran base2, etc.)

Location size doesn't need to be large. Just 3x4 over the command center/hatchery/nexus will do for both campaign and area town scripts, but sometimes you may need a larger location to cover strangely placed or distant resources, or for area towns to cover some pre-placed base buildings to link them to the area town base.

"Expansion" scripts only mean the AI will use Brood War tech (so map can only be saved as .scx and played on the BW expansion).


Try changing base 2 and 3 locations to use area town scripts and see how it goes.




Feb 11 2018, 2:55 pm Pr0nogo Post #4



Area town scripts should always cover all buildings/regions you want that town to own.




Feb 11 2018, 6:59 pm ChickenSandwich Post #5



so the triggers now look like this.

Triggers:
player 2 - Always - Execute AI script 'zerg campaign insane' at 'zerg base'
player 2 - Always - Execute AI script 'zerg campaign Area town' at 'zerg base2'
player 2 - Always - Execute AI script 'zerg campaign Area town' at 'zerg base3'

player 3 - Always - Execute AI script 'protoss campaign insane' at 'protoss base'
player 3 - Always - Execute AI script 'protoss campaign Area town' at 'protoss base2'
player 3 - Always - Execute AI script 'protoss campaign Area town' at 'protoss base3'

player 4 - Always - Execute AI script 'terran campaign insane' at 'terran base'
player 4 - Always - Execute AI script 'terran campaign Area town' at 'terran base2'
player 4 - Always - Execute AI script 'terran campaign Area town' at 'terran base3'

Result:
computer players stopped building in their secondary bases. which is a good thing.

Test one: terran only mined ore, zerg mined ore and built a spawning pool and nothing more, protoss was working fine
Test two: terran only mined ore, zerg mined ore and built a spawning pool and nothing more, protoss was working fine
Test three: terran only mined ore, zerg mined ore and built a spawning pool and nothing more, protoss mined ore and built a gateway and nothing more

So... im considering deleting the bases and building each one, one by one, to determine where its messing up. unless anyone has a solution ofcorse :)
or does anyone have a map that i can look at to compare trigger and such?



----------------------------------------------------------------------------------------------------------------------------------

just zerg alone worked fine

adding terran

zerg and terran worked fine twice

adding protoss

test 1: zerg terran protoss worked fine
test 2: only terran worked, zerg built a spawning pool
test 3: terran built a barracks and stopped, protoss did nothing, zerg built a spawning pool
test 4: terran built a barracks and stopped, protoss did nothing, zerg worked fine
terran and protoss only have main bases, zerg still had its secondarys


i will now try to remove zergs secondarys to see if that changes anything

test: terran worked, protoss did nothing, zerg built a spawning pool.

i didnt think it was going to change anything but i thought i would try anyway


next i will elimate protoss from the mix

test1: terran just mined or zerg built a spawning pool. this was not what i expected and it makes me angry.
test2: both teams worked
test3: both teams worked
test4: both teams worked

i will try adding protoss back in at a different location in a single base

test: protoss did nothing, terran did nothing, zerg built a spawning pool.

im starting to think the program just cant handle 3 AI and or is random if it works

Post has been edited 1 time(s), last time on Feb 11 2018, 9:22 pm by ChickenSandwich.



None.

Feb 11 2018, 10:27 pm DarkenedFantasies Post #6

Roy's Secret Service

Try more conventional resource placements like on stock melee maps; maybe the cramped space around the town center is screwing with the AI? Should try just 1 command center/hatchery/nexus in the main base too.

Also, instead of giving them multiple town centers surrounded by resources, you can instead simply give the computer players a trigger that gives them resources. It won't make much of a difference besides making the computer players more reliable. But even that may not be necessary because the Insane AI script gives the computer player resources if it doesn't have enough.

Another thing to look out for is that AI scripts (not sure if all of them or only specific ones) will execute rush scripts (e.g. build some barracks and mass nothing but marines for the rest of the game) if another player's starting location is within 32 tiles of their own. Judging by the screenshot, that doesn't seem to be the case but maybe their town centers being so close to another ally's is having a similar consequence?




Feb 12 2018, 7:49 am Nekron Post #7



The game can handle 7 insane AIs running at once perfectly fine, however the locations and mineral/building placement in your screenshot look completely insane for the AI.
Also, since insane AIs are dependent on having over 5000 mins/gas for training, I'd recommend having a trigger that replenishes their resources constantly to be above that amount
Another thing that might mislead you is that I'm pretty sure you might mistake the AI for "working fine" when it's either not, or will break in the future

Insane AIs do not execute rush scripts, they have no variation at all in fact, it's always the same attack list between the games.

The difference between expansion insane and normal insane scripts is that expansion insane use BroodWar units.




Feb 12 2018, 9:45 am DaMnUFo0 Post #8



Although it is generally not recommended to use more than one main town ai script for each computer, you CAN still use more than one (except for insane ai) and it will produce a bigger attack pattern from a single computer. By doing this, you will notice a computer will eventually start building another hatchery/cc/nexus in its main base.

However, if you don't want the computer to have any weird side effects, just stick with putting area town scripts.




Feb 12 2018, 10:15 am Nekron Post #9



Quote from DaMnUFo0
Although it is generally not recommended to use more than one main town ai script for each computer, you CAN still use more than one (except for insane ai) and it will produce a bigger attack pattern from a single computer. By doing this, you will notice a computer will eventually start building another hatchery/cc/nexus in its main base.

However, if you don't want the computer to have any weird side effects, just stick with putting area town scripts.
Having multiple main towns reassings every building to the last main town called and thus sort of multiplies all requests, so it won't only have a duplicated hatchery/cc/nexus, but duplicated+ every single building that is requested.

From what I remember it's also possible to crash the game by using main town scripts multiple times on the same player, or at least Iquare managed to do it a few times. I think it was triggering the request limit crash?

There are better ways to increase attack waves without breaking anything for non-terran players, such as using attacking areatowns (Protoss 7 - Left Protoss Town, for example) or attack-only scripts (Brood War Protoss 5A, B for zerg attacks), though the attacks are definetly limited to a small number of useable scripts, and with terrans you either have to use the unfinished ridiculous main town scripts from vanilla or just stack towns.

Or, well, mod.




Feb 15 2018, 8:41 pm ChickenSandwich Post #10



i made the bases to a standard layout
i made all the computer players insane ai

test: unsuccessful, only 1 team worked

I made all 3 computers custom difficulty

test one: all computer players worked fine
test two: all computer players mined mineral and thats it.
test three: all computer players worked fine
test four: all computer players mined mineral and thats it.

I have made it as basic as it can get and it still doesnt work properly.
I cant make sense of it and I dont know what to do from here.



None.

Feb 15 2018, 9:02 pm ChickenSandwich Post #11



so i just made a new map, didnt change anything
made standard bases or 3 ai one of each race and a base for myself
did the player settings, forces, location and trigger ai custom level scripts

test one: all good
test two: zerg and terran didnt work.

on a fresh, blank map.



None.

Feb 15 2018, 9:02 pm ChickenSandwich Post #12



so i just made a new map, didnt change anything
made standard bases for 3 ai one of each race and a base for myself
did the player settings, forces, location and trigger ai custom level scripts

test one: all good
test two: zerg and terran didnt work.

on a fresh, blank map.



None.

Feb 15 2018, 10:05 pm Nekron Post #13



send us the map my dude




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