Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Best AI to use for Zombie Map?
Best AI to use for Zombie Map?
Apr 9 2009, 2:42 am
By: jkavorski  

Apr 9 2009, 2:42 am jkavorski Post #1



so its a zombie map, where all 6 players are hunkered down in one room while zombies come and rush in. you can block the entrance with factories to slow the zombies down. i want to have the computers attack the barricade AND attack the units inside. here are the problems with the techniques ive tried

ai script random suicide: all units will attack the barricade but once they destroy one they just all stop

ai script strategic suicide: computer decides that my units are the smartest to attack so all just run straight by the barricades and attack my units

order enemy units to patrol towards my base: if they patrol to the base, they will destroy the barricades, but once they pass them up you can just hide a unit in the corner, and they will send their patrol back the other way

you can dl my map to check out the layout of it and try to get a picture of what i want to happen (i dont have any ai triggers or create enemy unit triggers on this version)

thanks

Attachments:
Zombie Invasion.scm
Hits: 0 Size: 83.21kb



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Apr 9 2009, 3:41 am rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

once they destroy the barricade, have them do suicides. You can also restart the suicides every so often.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Apr 9 2009, 3:46 am Biophysicist Post #3



Spamming the Patrol order would make them not run back.



None.

Apr 9 2009, 4:03 pm ForTheSwarm Post #4



Quote from name:TassadarZeratul
Spamming the Patrol order would make them not run back.

It would also make them attack slower (if at all). Go with what Zachary Taylor said.



None.

Apr 9 2009, 4:48 pm UnholyUrine Post #5



Yes... what Zach said is probly best.. All you gotta do, assuming that you don't have hyper trigs, is:

Condition: Always
Action:
RunAiScript - Random Suicide Mission
Wait - ??? .. maybe every 5-10 seconds or so.. so 5000-10000 milleseconds.
Preserve Trigger

What this would do is make each of them randomly attack an enemy unit... Therefore, some of them will attack the barricade, and some of them will focus on the players, even tho they can't reach them...

If you want to make sure that they focus on the barricades completely when no players are next to them, then use both Random suicide mission and patrol...

so it'd be...
Action: RunAiScript - Random Suicide Mission
Wait - ??? .. maybe every 5-10 seconds or so.. so 5000-10000 milleseconds.
Order - all men for current player patrol to location x (which would be where the players are)...
Wait - ???
Preserve Trigger..

So this way, they'll randomly attack... and then focus attack on what's ahead of them (if players are next to the barricades, they will try to attack the players since Patrol AI will make them attack higher-threat units.. [which are units that attack them])... and then they'll start randomly attacking again....

Finally, you can make the zombies focus on the players when they're close to them by having two locations.. Location A, which will be Bigger.. and Location B...which is smaller, both centered on a player..
So what you do is this:

Trigger1:
Conditions: Always(?)
Actions:
Move Location - Move Location A on Terran Marine (?) owned by current player
Move Location - Move Location B on Terran Marine (?) owned by current player
Preserve Trigger

Trigger 2:
Condition: Computer (zombie force) Brings at least 1 men to Location A
Actions:
Order - Order all men owned by Computer (zombie force) to patrol from Location A to Location B
Preserve Trigger.

This would make them selectively chase the players that are close to them.. but it isn't really necessary, as random suicide will also chase selective players, but it may not choose to kill the one right next to them...

Remember that this will not work with Hyper Triggers, as it'd continually make the units patrol to Location B so quickly that the zombies will not have time to stop and attack the players.

If you ARE using Hyper triggers.. then use deathcounts.



None.

Apr 9 2009, 8:09 pm jkavorski Post #6



thanks for all the ideas. (oh and i AM using hypers) i like that idea of having location a and location b for when they get near the units. im also toying around with this trigger

cond: player 8 kill score is at least 1
action: run ai script random suicides
set player 8 kill score to 0

that way whenever they kill anything they will all find new targets. thanks for the help



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