Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: AI won't attack other AI
AI won't attack other AI
Jun 19 2015, 2:31 pm
By: Pr0nogo  

Jun 19 2015, 2:31 pm Pr0nogo Post #1

I have a problem concerning two computer players in my UMS map. One is Player 5, a Green Terran. Another is Player 8, a Blue Terran. Both players are in different forces, as illustrated below.

I have been unable to make Player 8 attack Player 5, even though Player 5 attacks Player 8 just fine. This lead me to believe that there was some alliance-related trigger conflicting with my unally trigger, but that's not the case (I sorted threw all the triggers I had). Even making a scrapcobble perpetual trigger to try and force P8 to unally and remain unallied to P5 was fruitless.

Anyone have any ideas? I'm personally stumped. The unally triggers run from the beginning of the game (with the always condition), and other trigger actions in those always triggers work fine - including P8 unallying P7. Any assistance would be appreciated.

Jun 19 2015, 2:42 pm Azrael Post #2

It's impossible to say for sure without seeing the map; if you PM it to me I can look at it.

Offhand though, I'd say to make sure neither Player 5 nor Player 8 are setting off a defeat trigger.

Jun 19 2015, 9:57 pm NudeRaider Post #3

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Try saving the map with Staredit if that doesn't damage it too much, otherwise use Starforge and see if that fixes anything.
MAKE SURE YOU CREATE A BACKUP before you save with another editor, because it can potentially irreversibly screw your map.

This is more or less a shot in the dark, but we've had other problems in maps that were caused by ScmDraft saving a buggy map. Other editors would be able to correct it then, and afterwards you could continue working with ScmD normally.

Jun 19 2015, 10:42 pm Pr0nogo Post #4

No luck with anything yet.

/e I didn't personally find a resolution to the problem, but apparently it fixed itself, so this has been resolved.

Post has been edited 1 time(s), last time on Jun 21 2015, 6:33 am by Pr0nogo.

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