Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: scripts at location
scripts at location
Jun 20 2008, 10:27 am
By: okeee  

Jun 20 2008, 10:27 am okeee Post #1



I'd like to use shared vision only at a specific location, so I used
always run shared vision for player 2 at location x

But then, there is shared vision with all units of player 2.

Also, I'd like the computer player to make a whole new base as expansions, similar to their main base. The problem with the AI scripts is that whenever the main base is destroyed, they won't rebuild a completely new base. And I prefer several main bases from 1 player. So is this possible, without creating a whole new AI script? (that seems too difficult). preferrably some method combined with any AI script.



None.

Jun 20 2008, 1:45 pm Kenoli Post #2



Turning on shared vision is not an "at location" script. It always gives all unit vision from one player to another.

You may be able to persuade a computer player to build similar bases if you restart the AI script when they try to expand, and give their stuff to another player (so they'll rebuild it in the new location).



None.

Jun 20 2008, 2:01 pm Clokr_ Post #3



I believe that if you execute several AI melee scripts at different locations the player will keep one main base at the place where it was executed. Not sure though.

If it works you could try to execute the AI script whenever the player tries to build an expansion. Maybe placing a loc over each posible expansion.



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Jun 20 2008, 2:12 pm Kaias Post #4



Maybe keep main base as 'value this area higher'. I don't really know much about the AI scripts that don't involve specific actions. Trying out a few different ones would probably be your best bet.



None.

Jun 21 2008, 11:54 am okeee Post #5



I want the computer player to keep attacking, even when their main bases is destroyed. So they have to use an expansion as another main base.
what would happen when these scripts were run:

player2
always
run AI script insane at location x
run AI script insane at location y


They would share resources, but wont the scripts interrupt each other? They may not abandon their base at location x when another base at location y is build.



None.

Jun 22 2008, 12:04 am Kenoli Post #6



As far as I know, running a melee script will overwrite any other melee script that might currently be running.



None.

Jun 22 2008, 2:19 pm Clokr_ Post #7



They do not. Try to run a AI script at a location then 5 minutes later the same AI script at another location. The comp will build 1 building of each kind in each base and the bases will work independently. If you kill one of them the other one will not change its behaviour.



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Jun 22 2008, 3:45 pm okeee Post #8



Ive tried both methods, but it seems that it doesnt work. in both cases, they will only gather minerals, so when building another base a few minutes later does not work as well. Or maybe i did something wrong with the triggers? and all players start with about 10000 ore and gas.



None.

Jun 22 2008, 4:45 pm Clokr_ Post #9



I attach the test map that I used. If you leave the computer enough time it'll eventually build a pool, then another hatchery, then a hydralisk den, etc in each base. The only problem is that okee was right, the scripts do interrupt eachother. While one of them is building the hatchery the other ones halt. But if you leave it enough time it'll eventually build everything right.

Attachments:
temp.scx
Hits: 1 Size: 24.97kb



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