Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: LF AI which only Harvest and doesn´t affect
LF AI which only Harvest and doesn´t affect
Jul 18 2009, 7:01 pm
By: Marshot  

Jul 18 2009, 7:01 pm Marshot Post #1



Looking For AI which only Harvest and doesn´t affect other Units on Map outside of AI Location. Latest i´ve tried Zerg Area town - fail. I would accept other AIs which act normal but dont affect their other units outside of ai location too :D



None.

Jul 18 2009, 7:13 pm Morphling Post #2



Use the search function before asking for help. This topic, almost the exact same to yours, was still on the first page.



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Jul 18 2009, 7:53 pm Marshot Post #3



I used the Search Engine b4 i started this Thread. I've also looked that Topic you posted. Yes its nearly the same, but it doesnt help me.
Did you read my Post?
Yes?
Theres anything dubios in my first Post?



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Jul 18 2009, 8:00 pm CecilSunkure Post #4



Well maybe... You can have a pc player mining, and another one that does w/e you want it to. So... You have the one PC the mines minerals. Then, subtract minerals from that pc player, and add them to the pc player that does everything else. You can also set the colors of the two computers to the same color.



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Jul 18 2009, 8:07 pm Marshot Post #5



Thanks for your answhere, unfortunaly i dont understand it completly.
However, if your solution include using another Computer player between p1-p8 it wont help me.
I use already 3 Computer players in the map, originaly they were supposed to have an AI for each race.
Since i use lots of dropship action for this AIs too, it forced unfixable problems and i had to remove the melee script for 1 Computer. I trigger his AI and random Base now but i want him at least to harvest Minerals so that the base looks more Organic.



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Jul 18 2009, 8:15 pm Demented Shaman Post #6



According to StarEdit's help:

Quote
[Expansion] Terran Campaign Area Town – The computer will harvest only, no attack. This is useful for “mining” bases.
There's also zerg and protoss versions. I also checked what exactly the scripts do in PyAI and it seems like they just build a cc and workers.

Have you tried giving the computer enough minerals to build with?



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Jul 18 2009, 8:20 pm Marshot Post #7



Quote from Marshot
Latest i´ve tried Zerg Area town - fail.

It Build Overlors and Drones as far as i noticed, thats fine - but it also controls other Units on the Map = Bad :crazy:
PyAI?



None.

Jul 18 2009, 8:26 pm Demented Shaman Post #8



Quote from Marshot
Quote from Marshot
Latest i´ve tried Zerg Area town - fail.

It Build Overlors and Drones as far as i noticed, thats fine - but it also controls other Units on the Map = Bad :crazy:
PyAI?
PyAI is an AI script editor, but you can use it to also view the existing default AI's.

This is what zerg campaign area town looks like:

Quote
# stat_txt.tbl entry 1102: Zerg Campaign Area Town<0>
ZARE(1102, 001, aiscript):
start_campaign()
start_areatown()
defaultbuild_off()
default_min(0)
wait(1)

build(1, Zerg Hatchery, 150)
build(2, Zerg Drone, 130)
build(6, Zerg Drone, 80)

--ZARE 0000--
wait(1500)

goto(ZARE 0000)
I also just tested the AI and the comp built a hatchery and started mining. It has only made one overlord so far.

It also seems to only use the units inside the location I specify.

I also preplaced a bunch of zerg units outside the location and they aren't moving.

Post has been edited 1 time(s), last time on Jul 18 2009, 8:38 pm by Pariah.



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Jul 18 2009, 8:39 pm Marshot Post #9



Ah Thanks! Well i used ZARx but i guess its the same. Doesnt look like theres any script which harvest but doesnt control other units :( Pitty, another curtailment...

It built more Overlords at me cause this Computerplayer start off with a Supply of 160/25 or smt.

*E* He controll A Dropship at me > sending it down to his base. I could fix this again, but i spent already about 6 months to fix and refix and refix stuff like this. always new problems with the AI and preplaced units etc. came up.



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