AI and Mining
Nov 18 2019, 9:06 pm
By: linestine  

Nov 18 2019, 9:06 pm linestine Post #1



Hey sorry I posted this again! Did I forget to post it?

It's a simple question but it is hard to search the answer!

I need to get AI up and working for my map. I've created hatcheries and drones but the AI isn't mining. It will build units sometimes but it seems kind of inactive!

Sorry if we are not supposed to post this! But it is hard to search the site (AI comes up with a lot of results)!

Comment("[000] Gestalt AI");
Run AI Script("Zerg Campaign Insane");
Run AI Script At Location("Zerg Custom Level", "Anywhere");
Run AI Script At Location("Brood Wars Zerg 9 - Town F", "Anywhere");
Run AI Script At Location("Brood Wars Zerg 9 - Town A", "Anywhere");

This is the script I've used so far and the Zerg isn't mining--although it does build units sometimes!

Post has been edited 1 time(s), last time on Nov 18 2019, 9:33 pm by linestine.



None.

Nov 18 2019, 10:14 pm NudeRaider Post #2

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

First of all make sure the race is actually zerg in Player Settings.

My knowledge on the scripts is kinda shaky but I'd try the insane AI at location and skip the others for now. Make sure that location is actually covering the main building and minerals. When that works try adding more scripts at different locations (if you have them) and see how it affects things. You might have to use different players for multiple bases.

Finally you can force attacking certain locations with "value this area higher" script or create units (cheat) and send them on strategic suicide missions.




Nov 19 2019, 2:51 am Dem0n Post #3

ᕕ( ᐛ )ᕗ

Yeah to run these scripts you need to always do them at a location. If you just want to run an insane script, you can make the location solely over the Hatchery/Lair/Hive. But if you want to run Area Town, where all they do is mine, I believe you put the location over the entire base so the AI knows not to build more units there (might want to double check that, though).




Nov 19 2019, 4:17 pm linestine Post #4



It kinda works if you apply a small location over the hatchery and set the AI to expansion insane at that location. At one point the AI built like 10 hatcheries but didn't do anything else. So far it's kind of lackluster. Maybe if I had more bases and stuff the AI will do a little more!

Post has been edited 1 time(s), last time on Nov 19 2019, 4:29 pm by linestine.



None.

Nov 19 2019, 5:06 pm NudeRaider Post #5

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

Have you made sure to have set the correct race in the Player Settings? Because if you haven't that's exactly what would happen.

The location should probably be a little larger. It has to encompass the starting hatch and minerals plus some room to grow.

If those tips don't help you can post the map - will be easier to figure it out that way.




Nov 19 2019, 9:23 pm UEDCommander Post #6

Sic Semper Tyrannis

Quote from linestine
Run AI Script At Location("Brood Wars Zerg 9 - Town F", "Anywhere");
Run AI Script At Location("Brood Wars Zerg 9 - Town A", "Anywhere");
Don't run AI scripts on Anywhere and don't use multiple town scripts on a same player unless you really know what you're doing.

Quote from linestine
Run AI Script At Location("Zerg Custom Level", "Anywhere");
Custom level AIs are melee scripts, do not run them in UMS conditions.

Quote from NudeRaider
First of all make sure the race is actually zerg in Player Settings.
Doesn't really affect anything of importance for campaign/UMS scripts.

Quote from linestine
At one point the AI built like 10 hatcheries but didn't do anything else.
Zerg Campaign Insane has a tendency to shut down attack-wise because of some errors in it's script, you're better off without using it. In addition, make sure the AI does not have any units or upgrades disabled in map settings, the script may want some of them and if they are not avaliable it will suffer huge delays in all activity or outright stop functioning, which is true for all AI scripts, not just ZCI.

Quote from NudeRaider
The location should probably be a little larger. It has to encompass the starting hatch and minerals plus some room to grow.
Nope, location being around solely town hall is perfectly fine.




Nov 19 2019, 9:46 pm Nekron Post #7



Quote
Zerg Campaign Insane has a tendency to shut down attack-wise because of some errors in it's script, you're better off without using it. In addition, make sure the AI does not have any units or upgrades disabled in map settings, the script may want some of them and if they are not avaliable it will suffer huge delays in all activity or outright stop functioning, which is true for all AI scripts, not just ZCI.
This + when he meme stacks scripts like this buildings get reassigned between towns multiple times so some hatcheries always get duplicated xD Also ZCI+ZCu probably crashes sooner or later when it hits the request limit in a single town :wob:




Nov 19 2019, 10:33 pm NudeRaider Post #8

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

Quote from UEDCommander
Quote from NudeRaider
First of all make sure the race is actually zerg in Player Settings.
Doesn't really affect anything of importance for campaign/UMS scripts.
Are you certain? I seem to remember that the race must match their ai script or they will for example try to build marines when their race is zerg and that this works for the most basic units (actually creates zerglings) but breaks the script pretty early into the tech tree.




Nov 20 2019, 5:45 am UEDCommander Post #9

Sic Semper Tyrannis

Quote from NudeRaider
Are you certain? I seem to remember that the race must match their ai script or they will for example try to build marines when their race is zerg and that this works for the most basic units (actually creates zerglings) but breaks the script pretty early into the tech tree.

There is a function (default_build) which makes AI try to builf race-dependant units, but it's disabled in all non-melee scripts. Otherwise the AI will only try to build the specific units written in it's script, not their racial counterparts. You can see that on example of Slay the Beast, where both enemy players have a hybridized terran/zerg AIs running.




Nov 20 2019, 6:50 am NudeRaider Post #10

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

so for all except (Expansion) Custom Level?




Nov 20 2019, 7:12 am UEDCommander Post #11

Sic Semper Tyrannis

Quote from NudeRaider
so for all except (Expansion) Custom Level?

Yeah. It also should be noted that Custom Level is not to be run in UMS conditions since it will break due to usage of melee-specific stuff.




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