Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Forcing the A.I. to use Archon Warp
Forcing the A.I. to use Archon Warp
Nov 11 2008, 6:36 am
By: Mahajarama  

Nov 11 2008, 6:36 am Mahajarama Post #1



I am currently trying to make a UMS map, and am wondering whether or not it is possible to force the computer to use archon warp with two high templars. Also, just so everyone knows, I have used the search function, and have not found any useful topics on the matter.

Thanks in advance.



None.

Nov 11 2008, 6:55 am Hugel Post #2



Try just putting 2 HT together and see. Make sure the ability is researched.

You could then try having a unit attack the HTs and see if they combine. The HTs should not have their spells so they can't defend themselves.
Or take away their energy.
Also, make sure they have enough resources to cover the cost, or make it free to combine.



None.

Nov 11 2008, 1:18 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

I doubt it's possible to force/lure the computer in doing it like with many other abilities like iradiate, stasis and whatnot.

But you can try to execute a melee ai and just wait until the computer feels like doing Archons. Custom or insane should work well. Combine it with what Hugel said - maybe it helps. This is pretty unreliable of course and nearly impossible to time.

Usually it will be just better to remove the 2 templars and create an Archon instead. You can add fancy effects by for example letting them spiral around each other via order or create some blue-ish explosions while they "meld".




Nov 11 2008, 1:44 pm Biophysicist Post #4



I'd agree with what NudeRaider said, just remove the HT and create the Archon. "Forcing" the computer to use spells is never 100% effective anyway, especially with Archon Warp which has a much bigger effect than Irradiate or Stasis Field. Even if you could make them use Archon Warp, it wouldn't work all the time, and probably only work a small percentage of the time. Add in a Hallucination/Observer death animation if you want.



None.

Nov 11 2008, 5:22 pm Kaias Post #5



Quote from name:TassadarZeratul
I'd agree with what NudeRaider said, just remove the HT and create the Archon. "Forcing" the computer to use spells is never 100% effective anyway, especially with Archon Warp which has a much bigger effect than Irradiate or Stasis Field. Even if you could make them use Archon Warp, it wouldn't work all the time, and probably only work a small percentage of the time. Add in a Hallucination/Observer death animation if you want.
Unless of course it's the warp effect you want, not the archon, then that solution is useless.

Essentially, no, there is no way, and certainly not a practical/reliable one.



None.

Nov 11 2008, 6:02 pm Mahajarama Post #6



Okay, thanks for the replies everyone.

I have another question, and since I don't want to waste creating another topic, I will ask here:

How does one center a burrowed zergling under a unit? I've tried applying the "burrowed" unit property to the preplaced zergling, and then tried to move it; however, that does not work. Also, I've tried creating a zergling with the "burrowed" property, and attempted to move it. This does not work as well.



None.

Nov 11 2008, 6:05 pm Kaias Post #7



Quote from Mahajarama
Okay, thanks for the replies everyone.

I have another question, and since I don't want to waste creating another topic, I will ask here:

How does one center a burrowed zergling under a unit? I've tried applying the "burrowed" unit property to the preplaced zergling, and then tried to move it; however, that does not work. Also, I've tried creating a zergling with the "burrowed" property, and attempted to move it. This does not work as well.
Make sure the owner of the unit has burrow researched



None.

Nov 11 2008, 7:53 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 Mahajarama
Okay, thanks for the replies everyone.

I have another question, and since I don't want to waste creating another topic, I will ask here:

How does one center a burrowed zergling under a unit? I've tried applying the "burrowed" unit property to the preplaced zergling, and then tried to move it; however, that does not work. Also, I've tried creating a zergling with the "burrowed" property, and attempted to move it. This does not work as well.
This would be the way to go. If Kaias idea doesn't help then describe what happens.




Nov 12 2008, 3:12 am Mahajarama Post #9



Yes, Kaias's suggestion worked. Thank you.

On another note, is there a way for one to recall a burrowed unit?



None.

Nov 12 2008, 3:20 am Kaias Post #10



Quote from Mahajarama
Yes, Kaias's suggestion worked. Thank you.

On another note, is there a way for one to recall a burrowed unit?
Recall a burrowed unit? Do you mean with 'Recall' spell? There is an AI Script for that. With triggers? just move with move unit action



None.

Nov 12 2008, 3:33 am Mahajarama Post #11



Quote from Kaias
Quote from Mahajarama
Yes, Kaias's suggestion worked. Thank you.

On another note, is there a way for one to recall a burrowed unit?
Recall a burrowed unit? Do you mean with 'Recall' spell? There is an AI Script for that. With triggers? just move with move unit action

Yes, with the recall spell.

In basic terms, what I am trying to do is recall a zergling that is burrowed under an archon. I am aware that there is an AI Script, but the arbitor is player controlled. Furthermore, I'm not sure that, even with the AI Script, a burrowed unit can be recalled to the arbitor's location.



None.

Nov 12 2008, 4:06 am Kaias Post #12



Quote from Mahajarama
Quote from Kaias
Quote from Mahajarama
Yes, Kaias's suggestion worked. Thank you.

On another note, is there a way for one to recall a burrowed unit?
Recall a burrowed unit? Do you mean with 'Recall' spell? There is an AI Script for that. With triggers? just move with move unit action

Yes, with the recall spell.

In basic terms, what I am trying to do is recall a zergling that is burrowed under an archon. I am aware that there is an AI Script, but the arbitor is player controlled. Furthermore, I'm not sure that, even with the AI Script, a burrowed unit can be recalled to the arbitor's location.
If this was a set event, you could move the unit manually with a trigger and have a computer recall at the unit.

But you can't give special effects to or at a recall.



None.

Nov 12 2008, 11:25 am NudeRaider Post #13

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

I'm also not sure if a burrowed unit can be recalled. Just test that. If it can't give it a move order onto itself just after the recall animation appears - no one will notice.
So when a player is supposed to recall then either let him do it manually (display text or whatever) or give the units in question to a comp for a brief time and execute the ai.
You could even fake the recall by doing the recall animation with a comp player and then move the units via triggers.




Jun 7 2010, 8:04 am Liberty-Prime Post #14



I know this hasn't been posted on for over a year, but I would like to know if someone has found an effective way to force archon warp.



None.

Jun 7 2010, 9:03 am Lanthanide Post #15



I was interested in this a couple of months ago, but could not find any useful method to do this, even running a custom AI, having the ability researched and given the CPU High Temps.

I expect it's probably something they only do when the High Temps have used up their energy and are under attack.

Actually some of the campaign AI's could be worth looking at, as no doubt the CPU would attack with archons at some point, and assuming they had to build them, there could be specific triggers in there to make it happen. Check out the campaign AI topic in the old wiki, which includes information for all of the campaign AI's in vanilla SC (no BW campaign AIs unfortunately).



None.

Jun 7 2010, 9:11 am Liberty-Prime Post #16



404 error, Campaign AI :wut:
Edit:
My bad, found a working link. Sadly, this is the only AI Script that even mentions archons or high templars. It doesn't seem to help though. :ermm:
Working Campaign AI Link
Quote
Zerg 8 - Templar Town:
Synopsis: Attacks every now and then with a archons. Uses high templar frequently.
Used by: Player 2 (Blue Protoss) in Zerg mission 8 "Eye For An Eye".

Attacks:
(1 archon. 2 archons. 1 archon. 1 archon.)

Spells used: Hallucination, Psionic Storm.


Post has been edited 1 time(s), last time on Jun 7 2010, 9:21 am by Liberty-Prime.



None.

Jun 7 2010, 9:31 am NudeRaider Post #17

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

Let it run for an hour. Some build queues aren't run until after a certain time limit.




Jun 7 2010, 9:33 am Lanthanide Post #18



That's a pity, because an AI that resolves around soley templar and archons would be ideal (eg, no annoying other-unit stuff messing it up).

I guess the campaign AI's really are just extremely limited outside their designed levels.



None.

Jun 7 2010, 9:53 am Liberty-Prime Post #19



Quote from NudeRaider
Let it run for an hour. Some build queues aren't run until after a certain time limit.
I don't think that would help as that is not what I'm looking for, what I need is the "Melding" effect and I would need it to be quickly recreatable.



None.

Jun 7 2010, 11:26 am NudeRaider Post #20

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 Liberty-Prime
what I need is the "Melding" effect and I would need it to be quickly recreatable.
not possible. If you get to use the computer to use it, it'll be scarcely and not timely.




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