Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Computer Stops Units
Computer Stops Units
Oct 19 2008, 10:32 pm
By: Tank_7  

Oct 19 2008, 10:32 pm Tank_7 Post #1



Hi, I'm working on a combat sim where scourges doing thier normal suicide attacks on air units represent missiles.

I am creating/giving the scourges to a computer player so that the human cannot re-direct them (dodging is meant to be a part of game play)
Originally, I created the scourge for the human player, ordered it to attack/patrol to it's destination, and then gave it to the computer 1 hypercycle later. I found that the computer turned the scourges back around and let them sit where they launched. If I "killed" the computer by making it a neutral player then the scourges moved fine, but the scourges did not attack enemies they encountered.

Since then, I created the scourge for the computer player and ordered it. This works fine but I have a new problem. The way I have the map right now is 3 humans vs. 3 humans, each with a computer ally who the scourges are made for. Like I said, it works, but 2 or 3 players could abuse the system. If they fired at each other (a harmless although possibly wasteful act) then they could time their own fire to occur when the friendly scourge(s) are passing by and re-direct those allied scourges while adding their own scourge, building up a slavo. pair of teammates could ping-pong for a while and then send a collosal wave at an enemy. I do not intend for this to be a possible strategy.

I'm currently looking at making the map 2v2 so each human player has a computer player for their scourges to prevent this. I'm wondering if maybe some gosu SEN demi-gods here know how to "kill" or "pacify" the AI so that I can create scourge for human, order it, give to comp, without having the comp interfere with the scourge's movement.

So far I have tried Victory/Defeat for the Computer, Custom Zerg Level AI Script, doesnt help any. :(



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Oct 19 2008, 10:40 pm lil-Inferno Post #2

Just here for the pie

Perhaps you could give to the neutral player, and then give it back when it reaches its target? I don't really know exactly what the map is like based on just what you said :-/.




Oct 19 2008, 10:41 pm Vi3t-X Post #3



Give to P12, not neutral.



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Oct 19 2008, 10:43 pm Tank_7 Post #4



Quote from lil-Inferno
Perhaps you could give to the neutral player, and then give it back when it reaches its target? I don't really know exactly what the map is like based on just what you said :-/.

I'm afraid not because the target/destination location kills the scourges. (aiming is a ring of siege tanks on the edge of the map, like in millenium army's aerial combat)
The scourges are supposed to suicide into enemy air units they find along the way to their destination. If it's neutral they will just fly by and ignore enemies.

Quote from Vi3t-X
Give to P12, not neutral.

Same as above, the scourge cant be neutral. Edit: P12 is a neutral player.



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Oct 19 2008, 10:46 pm Vi3t-X Post #5



That is why you do this:

Player Launches Scourge.
Whenever the target reaches the boundary for "leaving the base", give to P12
When P12 scourge (5x5 location centered) reaches location, give back to allocated player (or P7/P8).
Order all PX Scourge to attack "Location"



None.

Oct 19 2008, 10:49 pm Tank_7 Post #6



Quote from Vi3t-X
That is why you do this:

Player Launches Scourge.
Whenever the target reaches the boundary for "leaving the base", give to P12
When P12 scourge (5x5 location centered) reaches location, give back to allocated player (or P7/P8).
Order all PX Scourge to attack "Location"

I cant :(
Theres no static base, its air units launching scourges at enemy air units and vice versa. When the scourges reach their destination location they are killed. I'm relying on normal patrol/attack-move AI to have the scourges attack enemy air units if they fly close enough to them on their way to the destination location. And the scourges wont attack if the player holding them is neutral.



None.

Oct 19 2008, 10:55 pm Vi3t-X Post #7



...
...

They are launched. Given to neutral. And when the game detects an enemy unit nearby, it gives it back to the launching player who then auto-colides it into the ship via trigger.



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Oct 19 2008, 11:00 pm Biophysicist Post #8



Create the scourge for the player that launches it rather that the computer, but give it to the computer once it leaves a small area around the player's unit. You will need to re-issue the order tho.

EDIT: @above: How would you tell who to give it too?



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Oct 19 2008, 11:01 pm Vi3t-X Post #9



Quote from Vi3t-X
...
...

They are launched. Given to neutral. And when the game detects an enemy unit nearby, it gives it back to the launching player who then auto-colides it into the ship via trigger.
Ya, just wrote that.



None.

Oct 19 2008, 11:01 pm Tank_7 Post #10



Quote from Vi3t-X
...
...

They are launched. Given to neutral. And when the game detects an enemy unit nearby, it gives it back to the launching player who then auto-colides it into the ship via trigger.

Thats brilliant... as long as the scourge doesnt like... end up sitting there. It's worth a try though, thanks alot!



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Oct 19 2008, 11:06 pm Biophysicist Post #11



The problem is that then you couldn't tell which player to give it to. You can in my version, since it never goes to neutral.



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Oct 19 2008, 11:10 pm Vi3t-X Post #12



He said it was a 3v3 map. Players 7 and 8 can be reserved for the "Give back to scourge".



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Oct 19 2008, 11:16 pm Biophysicist Post #13



You said neutral. Neutral = P12, I though. If I misunderstood you and mindfucked myself, sorry.



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Oct 19 2008, 11:26 pm Tank_7 Post #14



It worked quite well. I used P9 and P10.
P123's scourges become P9 and are given to P7 if an enemy is nearby.

The only bad part is they all go for the ship on the left if there's group. The way they move once they turn P7 is a little lame.

I might use this, not sure yet. Thanks Viet.



None.

Oct 19 2008, 11:28 pm Tank_7 Post #15



Quote from name:TassadarZeratul
Create the scourge for the player that launches it rather that the computer, but give it to the computer once it leaves a small area around the player's unit. You will need to re-issue the order tho.

EDIT: @above: How would you tell who to give it too?

You know... hmm... what if i made a 1 pixel by 1 pixel location and just... if its P1, give to P7 and order to attack to P1 Missile Destination, if its P2... so on. !

EDIT: 1 pixel by 1 pixel location is working wonders. Thanks alot guys. You both helped me get to this.

Post has been edited 1 time(s), last time on Oct 19 2008, 11:59 pm by Tank_7.



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Oct 20 2008, 12:46 am Madroc Post #16



I'm not sure if that is a problem to worry about if it means compromising for it. In a way I like those exploits because they make me feel pro :P

But seriously



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