Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Computer AI Pacification
Computer AI Pacification
Oct 17 2009, 1:38 pm
By: Tank_7  

Oct 17 2009, 1:38 pm Tank_7 Post #1



Hi, I want to make computer players stop "interfering" in certain situations.
I still want them to fight, but only in the capacity of normal units standing guard, a unit approaching to attack if it gets hit, etc.
Examples:
Human player attacks a computer unit with a protoss carrier. The computer sends just about every available air unit to kill the carrier.
Human player uses any air unit to attack a computer-owned zerg devourer. The computer reinforces the devourer with as many air units as it can.
Human player's air unit (simulating a projectile) is given to the computer so it can't be re-directed. The computer stops the projectile air unit.

I have tried several AI scripts like various 'towns' in hope to dumb the AI down, but only rescue passive seems to have any effect, but I need the computers to be able
to fight :(



None.

Oct 17 2009, 2:56 pm Moose Post #2

We live in a society.

Have the computer set the players to ally, but do NOT preserve trigger.




Oct 17 2009, 4:24 pm Kaias Post #3



Quote from Tank_7
Human player attacks a computer unit with a protoss carrier. The computer sends just about every available air unit to kill the carrier.
I remember Carriers having this attribute in just about every impossible map I've played.

Quote from Tank_7
Human player's air unit (simulating a projectile) is given to the computer so it can't be re-directed. The computer stops the projectile air unit.
Try a neutral player for that if at all possible.



None.

Oct 17 2009, 5:11 pm payne Post #4

:payne:

I though the extended players could help your case, but I'm not sure.
As far as I remember, they are pretty passive, but attack when attacked, etc. I'm still uncertain about if they would attack nearby units or send a massive amount of units on an enemy ;o



None.

Oct 17 2009, 6:43 pm Moose Post #5

We live in a society.

Quote from payne
I though the extended players could help your case, but I'm not sure.
As far as I remember, they are pretty passive, but attack when attacked, etc. I'm still uncertain about if they would attack nearby units or send a massive amount of units on an enemy ;o
This would vary from player to player.




Oct 17 2009, 7:40 pm NudeRaider Post #6

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 don't think there's a way to make a computer respond less aggressively against carriers.

I have never witnessed a computer reinforcing a devourer so I can't say anything on that.

Give the projectile to a neutral player.

About the general aggressiveness problem: If it's not many units that have to be kept at bay you could use a bunch of locations that detect if an enemy is near the unit which shouldn't respond prematurely and always order it to it's original spot if there's no human nearby.
However in my experience it's enough just not to give the computer an AI. If you need an AI for special units and heavy spell usage you might try 2 different computers with the same color




Oct 17 2009, 8:30 pm rockz Post #7

ᴄʜᴇᴇsᴇ ɪᴛ!

When a unit has at least 4-5 acid spores, all the air unit near the unit will come attack it.

As others have said, make the computer neutral. They will have a very simple AI (attack people if attacked or if in range, give up after a short while).



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

Nov 10 2009, 4:52 am 13Stallion Post #8



custom AI tends to attack u with a 10minute rush, after that the comp tends to expand alot and play defense, only attacking u a 2nd time when it has a large unit advantage over u, which is almost nvr in most cases



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