Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: AIScript "Terran Campaign Area Town" Problems
AIScript "Terran Campaign Area Town" Problems
Sep 24 2009, 8:25 pm
By: laffo16  

Sep 24 2009, 8:25 pm laffo16 Post #1



hey guys, i'm trying to make computer aiscript only harvest minerals & gas without building anything (no depos / scvs).
to do this i give all resources the computer mines to another inactive comp and preserve the trigger so keep the resources down.

i create the CC and SCV using triggers then run the aiscript "area town" at loation "main base" to get started.
problem 1) i find that after trigger create with properties refinery (+5000 gas), the scv's will ignore and not mine from the refinery.
only solution i found) was to add the refinery to the map and not create it with triggers.

this problem i dont mind, as i have found a way around stopping the comp mining from the gas until i trigger other wise.

problem 2) running basicly the same "area town" script at a different location "expansion" which also has precreated refinery.
the scv's at the expo will not mine the gas from the expo. this is the main problem im having.

the only solution i have found, is that when the FIRST "area town" is executed, the 2nd (expo) cc must exist somewere on the map at the same time.
then when the expansion is ready to be setup, the cc is moved into place, the aiscript "town area" executed, scv's created,
now any scv's mining at the expo will then mine the gas aswell.

if the expo cc doesnt exist when when the first "area town" cmd is executed, then when you create the expo cc, no gas will be mined.

*note their is alot of scv transfering between main and expo but it generaly balances its self out after 30secs or so*

am i going nuts, or am i going about this the wrong way. if anyone out their can show me an easy way of getting computer to mine minerals/gas
at expansions with trigger create cc/scvs/gas with ai script. please let me know.

i have attached a working demonstration of the method mentioned up.

Attachments:
!ICCup Destination aBase.scx
Hits: 1 Size: 55.95kb

Post has been edited 1 time(s), last time on Sep 24 2009, 8:44 pm by laffo16.



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Sep 26 2009, 9:19 pm laffo16 Post #2



ok after some more testing, what i wrote before remains the same, if your using computer for the sole purpose of mining and dont want him to construct anything at all. then first you will need to transfer all minerals he earns to another player. if you want the computer to expand, you must place every refinery before the game begins, and every command center from the point when the first "area town" script is ran and trigger "move" the command centers into place when required. otherwise, any command centers created after the point when the first "area town" script is ran will not mine any gas from that expansion.

ok, that being said, i decided i didnt want to pre-create a dozen of so cc's for each expansion, so instead of using trigger create/move cc's, i decided to let computer take control of constructing the cc's. with just a few issues, ive got something working and testable.

here is brief overview of the map:
player 2 controls scvs / cc and transfers all minerals to player 3
player 2 will build 1 expansion at a time (2 expos max) (player will take natural before 3rd expo)
player 2 will transfer 7-8 scv's to expansion once complete
if player 2 scv is destoryed while building cc, if half built cc exists, it is destroyed and 400 minerals refunded
player 2 will only expand if no enemies are within expo area
player 2 will rebuild command centers which have been destored as long as no enemies within the area.
player 2 builds nothing other then command centers at expos

bug: newly created scv's wont begin work while a command center is being constructed

map triggers / beacons:
beacon top - switch off expo script
beacon 2nd from top - switch on expo script
beacon 3rd from top - create scv at main
beacon 4th from top - create scv at expo
beacon 5th from top - create scv at 3rd

after each cc begins construction, "switch off expo script" is automaticly executed, so you will need to move drone to 2nd beacon to re-execute to take further expos. note: as newly created/given scvs wont mine while a cc is being constructed, any transfering scv's must finish transfering before "switch on expo script" is next ran.

Attachments:
!ICCup Destination aBase.scx
Hits: 0 Size: 58.41kb



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[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
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[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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