Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: "Dynamic" AI in non-melee UMS maps?
"Dynamic" AI in non-melee UMS maps?
Jun 18 2019, 10:51 pm
By: Brusilov  

Jun 18 2019, 10:51 pm Brusilov Post #1



I'm building a diplomacy map that involves no resource gathering and no unit construction:

Can I implement a relatively dynamic/aggressive AI (through one of the existing scripts) that will just take its units and attack with them, but avoid building? I'd prefer to avoid "strategic suicide mission" and "junkyard dog" AI scripts, because I don't always want the CPU to commit suicide. I notice that when I run an "Insane" AI script, the CPU doesn't move its troops or do anything. Would it help to put a mineral stack and a hatchery in a hidden corner somewhere?

Ideally what I want from the CPU is to attack and micro intelligently, use spells, etc, but when not in battle regroup in specific locations (via "Value this Area Higher" scripts?).

Any advice appreciated.

Post has been edited 1 time(s), last time on Jun 19 2019, 12:14 am by Brusilov.



None.

Jun 18 2019, 11:02 pm Pr0nogo Post #2



Mod your own AI using the advanced AI commands. Otherwise, your best bet is to experiment with some of the stock scripts that have been documented. You can also use the python modding suite to open the aiscript.bin and bwscript.bin files, and cross reference them with Nekron's AI command guide to figure out what they do on your own.




Jun 19 2019, 12:19 am Brusilov Post #3



Quote from Pr0nogo
Mod your own AI using the advanced AI commands. Otherwise, your best bet is to experiment with some of the stock scripts that have been documented. You can also use the python modding suite to open the aiscript.bin and bwscript.bin files, and cross reference them with Nekron's AI command guide to figure out what they do on your own.

Thanks, this is pretty cool. However, how would I mod my own AI only through a Starcraft map? I'm not attempting to make a mod. At most I make use of EUD's (I'm using EUD Editor v2)

Also, as far as your webpage with documented scripts goes:

Quote
BW Terran 8C
Theoretically an areatown script that researches to 3/3 zerg upgrades with some techs in between, but it’d be mainly used for attacking only - however, as it IS an areatown, it needs to cover at least 1 building or beacon to work

Does this mean that the script requires only one random AI-owned building or AI-owned beacon to work? And with that minimum threshold, the AI will attack and move units?

Also do the scripts stack on top of one another and synergize? Could I run Terran, Zerg, and Protoss AI's in the right order and get the AI to attack with a tri-racial army?

Post has been edited 1 time(s), last time on Jun 19 2019, 12:24 am by Brusilov.



None.

Jun 19 2019, 12:39 am Brusilov Post #4



I think making a custom AI is currently beyond my level of expertise, but it seems like it could be a fun future project to bolt onto the map. After all, I have one computer AI that I ultimately want to competently fight up to seven different players across multiple continents simultaneously. I suppose stock AI's might do a passable job if I boost their handicaps high enough, but having an aggressive AI that can give players pause for thought about whether they should attack the AI or one another instead would be truly amazing.



None.

Jun 19 2019, 3:00 am Pr0nogo Post #5



Quote from Brusilov
However, how would I mod my own AI only through a Starcraft map?
You wouldn't. There's a way to load a modified aiscript.bin using EUDs, but I don't remember the process, and I'm never making content for SCR again (even if I did, I'd still be modding). If you choose not to engage in modding you won't be able to use the extended limits blizz offers (since EUDs prohibit them) and your tools will be severely limited, so all I can say then is good luck.

Quote from Brusilov
Does this mean that the script requires only one random AI-owned building or AI-owned beacon to work? And with that minimum threshold, the AI will attack and move units?
Area town scripts take ownership of buildings (and overlords) that are present in the location they're run at. They stop executing commands once all buildings (and overlords) they own die. As long as at least one building (or overlord) belongs to the town, it will remain active, and keep executing commands.

Quote from Brusilov
Could I run Terran, Zerg, and Protoss AI's in the right order and get the AI to attack with a tri-racial army?
Should be fine but do some testing, depending on the scripts you may run into issues. Anything with start_town at the beginning of the script shouldn't be run alongside another script with start_town. Notably I've seen zerg campaign [difficulty] scripts stack without leading to crashes but they tend to lead to performance issues for the AI, so I always advise against it, especially when the tools to write your own (much better than blizzard's) AI exist.

Quote from Brusilov
I think making a custom AI is currently beyond my level of expertise
Nah, if you understand EUDs to any degree, you can learn aiscript super easily. The most annoying part is figuring out why a certain thing hangs the AI up (especially if you're editing vanilla AI instead of using the aiscript extender plugin via modding) but that becomes easy enough through trial and error, and you have the luxury of being able to ask people here and on various discord servers for assistance.

Quote from Brusilov
After all, I have one computer AI that I ultimately want to competently fight up to seven different players across multiple continents simultaneously.
I experimented with co-op vs AI maps in the past and I generally find them to be pretty fun, though obviously in your case you're dealing with a diplomacy map where the AI is going to be using mechanics the players won't have access to (i.e. unit production). To that end I have no idea how feasible it would be to make stock AI perform adequately under those conditions, and I once again encourage you to mod instead of trying to hack a few half-assed blizz scripts into something that resembles a challenge.




Jun 19 2019, 6:54 pm Pr0nogo Post #6



Nekron posted in what I assume was meant to be this thread, just mirroring it here in case you miss it.
Quote from Nekron
In the toolbox ai doc you can easily find attacking areatown protoss and zerg scripts, so just slap terran script as the main town and youll have a gimmicky 3race ai. You should mix various attacking areatowns like p5a and vanilla z7 airtown to get the best results





Jun 19 2019, 8:40 pm Nekron Post #7



Jesus yeah it was meant to be in this thread, sorry for the mixup. I can help with setting up basic combined ai if needed, Brusilov




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