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04-05-2005, 01:52 AM
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#1 (permalink)
| BattleForums Junior Member
Join Date: Oct 2003 Posts: 81
| HOW do you write custom AI scripts? How do you write custom AI scripts.
where do i go to dl?
=LIFT=
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04-05-2005, 10:55 AM
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#2 (permalink)
| BattleForums Senior Member
Join Date: Jan 2005 Location: near Watertown, NY Age: 23 Posts: 2,985
| ScAIEdit
Be aware.. I believe you need a mod for AI script editing to work, which means everyone else who plays your map will need the mod as well.
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04-05-2005, 04:06 PM
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#3 (permalink)
| BattleForums Junior Member
Join Date: Oct 2003 Posts: 81
| ohhh.... i can't just add a script to the blank spots on the list already in SC???
=LIFT=
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04-05-2005, 04:57 PM
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#4 (permalink)
| BattleForums Senior Member
Join Date: Jan 2005 Location: near Watertown, NY Age: 23 Posts: 2,985
| Additional scripts/script editting requires creating a mod. For some reason I don't think you want to take that route  You can make most AI do what you want it to by adding other triggers. If you want it to build a nydus and it won't, create the nydus via triggers instead. If you want it to attack at a certain point, use the AI script for strategic suicide missions or Order them to "Attack to". You just try to do the best with what you have if you don't want to make a mod 
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04-05-2005, 05:29 PM
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#5 (permalink)
| BattleForums Junior Member
Join Date: Oct 2003 Posts: 81
| i just wanted an AI that allows me to make the computer do a specific research.
nevermind.... i ain't gonna go into mods.
=LIFT=
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04-05-2005, 05:46 PM
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#6 (permalink)
| BattleForums Senior Member
Join Date: Jan 2005 Location: near Watertown, NY Age: 23 Posts: 2,985
| Well, you could make two computers, the one you want to use (we'll say Player 7), and one that has everything researched already (Player 8), and set them to enemies. Now let's say you want Player 7 to learn Psi Storm. You would create a High Templar for Player 8 at some remote place on the map, and create an invincible Dark Archon for Player 7 right next to it. Player 7 will Mind Control Player 8's unit (you need to have given Player 7 Mind Control to start with), and at that point you can remove both units. Player 7 now permanently has Psi Storm and all the other High Templar upgrades researched which Player 8 had researched. Repeat as necessary for any other abilities (Note that armor and weapon upgrades cannot be transferred in this manner).
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04-06-2005, 04:26 PM
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#7 (permalink)
| BattleForums Junior Member
Join Date: Oct 2003 Posts: 81
| heeeyyyy... that's a great idea... except... i wanted to comp to
show the research... you know... the workshop and the spinning...
that looks kool... i wish there was a way i can keep that thing spinning
the whole time.. i even tried to do the set doodad .... it dint' work.
oh.. and btw, when some unit goes into that faded/cloaked look cuz of
set doodad... is it actually cloaked? or that's just what it looks like?
i know you can't pick up stuff with scvs and stuff if the doodad is set.
(well... this is kinda a different thread... if it needs to be moved...
please do so for me???)
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04-06-2005, 05:08 PM
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#8 (permalink)
| BattleForums Senior Member
Join Date: Jan 2005 Location: near Watertown, NY Age: 23 Posts: 2,985
| Your posts always tangent off into other questions. I like your interest
As for your last question, I've never actually done that. I've used disable doodad for a few things regarding normal units, but never to make them 'faded'. You can either test it to find out, or tell me some of the units you know of that it works on, and I'll test it out for you 
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04-07-2005, 10:23 AM
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#9 (permalink)
| BattleForums Junior Member
Join Date: Oct 2003 Posts: 81
| i am using Xtra>Powerup>Mineral Chunks as little goodies for my human players to
kill and get extra minerals.
however, cuz im using Player8 as my Neutral, i created them under P8 and
during various points in the game, P8 is actually set as enemy to the Comps.
When this happens, the comps actually also attack the Mineral Chunks as well.
i solved this deal changing the chunks with SF2.2 to P12. However, i realized....
this is gonna be a pain in the ass for my Human Players to kill
(if i recall correctly, P12 things can't be constantly attacked, they have to be
manually attacked every second or so)
i just may go back to the Set Doodad and do it piece be piece...
when setting doodads for all units at a certain location... it only sets
doodad for 1.... at least, in my case... it only set doodad for 1 of many
mineral chunks in that area. (starts at lower left corner)
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04-07-2005, 11:25 AM
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#10 (permalink)
| BattleForums Senior Member
Join Date: Jan 2005 Location: near Watertown, NY Age: 23 Posts: 2,985
| Yeah, you have to disable them each individually  I don't think you have to keep manually attacking to kill P12, unless there's some kind of looping trigger which forces alliance. Those things can be a bitch. But P12 is the same player that gets control of units owned by a player who leaves the game, and I've never had any problem killing those 
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04-07-2005, 12:02 PM
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#11 (permalink)
| BattleForums Junior Member
Join Date: Oct 2003 Posts: 81
| yeah... right after my last reply... i went to play around with P12 and
P9-11... i boo-booed my observation. P12 can be killed without repeated
attack. this is GREAT news. comps don't hit P12 at all... but their area
damage still hurts.... but i think i can live with that.... hell, why not
let the comp get some free POWERUPS too!
(i think i thought i remembered [isnt' this a weird statement] that you
USED TO have to repeatedly attack Critters in order to kill them...
maybe my memory is bad)
=LIFT=
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04-07-2005, 12:05 PM
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#12 (permalink)
| BattleForums Senior Member
Join Date: Jan 2005 Location: near Watertown, NY Age: 23 Posts: 2,985
| On some maps you do have to keep manually attacking every second or two, but that's due to looping triggers, not the units themselves 
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