View Full Version : AI Question
Nightsin
12-07-2005, 11:12 AM
How do I make enemy units attack my base untill they win on they're all killed ? I tried using the "Send All Units On Random Suicide Missions" AI script, but after destroying 1 unit or building of mine the enemy units just stand there and do nothing. And when I tried to use the "Send All Units On Strategic Suicide Missions" script, they didn't even move from their spawning place. Any suggestions ? Thanks in advance.
Basan
12-07-2005, 11:46 AM
Why hello, NightSin and welcome to our 'humble abode'. :)
There are a few options to solve that that I can think of as of now (for instance, use the "order" trigger command), but to find the one that suits best your needs, please give us a lil' more detail on the map or what are your intentions for it. (Although from the initial looks of it, it might be a survival defense one.) Or simply shows us the map for us to be able to help ya out better. ;)
you could use preserve trigger command, I mean, it COULD help, but I cannot say for sure since I know not the whole problem
Nightsin
12-07-2005, 1:23 PM
Oh, sorry about the lack of detail. Yes, the map will be a "survival defense" type map (if you would call it that). There are 2 player bases, and 6 cpu's. The players get some time to build their defense, and then (when some playing time is elapsed) a group of enemies spawns in each of the 6 cpu bases, and attack yours. And they keep respawning with time intervals, and the players need to survive a set amount of time to win. Well, that's the idea, anyway. What does happen is that when the first wave attacks, they destroy a building or kill a unit, and then stop doing anything. Then, when the next wave spawns, the "frozen" units start acting again (because I made it so that the "Run AI Script" command would happen after every spawn), but once again they destroy a building ant freeze. So, i need some way to make the enemy units continue their attack on the players' bases. Well, I hope that's enough detail. I've tried using the "Preserve Trigger" command, but that didn't work.
P.S. I'm using SCXE (Classic Mode), if it makes any difference.
Nightsin
12-07-2005, 3:14 PM
I figured out the problem, and now everything works fine (well, sort of). Sorry to bother you, still, thanks for the help (the "Order" command, along with a couple of locations did the trick).
Eh, no problem at all. ;)
P.S. I'm using SCXE (Classic Mode), if it makes any difference.
If were you I'd would mostly map on SCXE's Base Mode, since it's also similar to Classic, but is more stable due to having more similarities with StarEdit than the Classic Mode. Just so ya know the only SCXE modes that I have installed at my PC are the P12, Base and Special ones. The other 2 are by far too much of look a likes with the rest of the others for my taste. And since I don't like to waste my HD space... hope you got my drift. :)
But this is just my opinion anyway and you my deal with it as you like (read, test it, disregard it completely or whatever rocks your boat). ^_~
Fronter
12-12-2005, 8:43 PM
Eh, no problem at all. ;)
If were you I'd would mostly map on SCXE's Base Mode, since it's also similar to Classic, but is more stable due to having more similarities with StarEdit than the Classic Mode. Just so ya know the only SCXE modes that I have installed at my PC are the P12, Base and Special ones. The other 2 are by far too much of look a likes with the rest of the others for my taste. And since I don't like to waste my HD space... hope you got my drift. :)
But this is just my opinion anyway and you my deal with it as you like (read, test it, disregard it completely or whatever rocks your boat). ^_~Let's add on to that... The Base Editor is good when you do what you are intending to do, however, you could be making a defence a stacked defence emplacments that can be acheived by the Special Editor or Starforge or SCMDraft II for that matter. The reccommended way to start out your map is to tackle down all the terrain that you want, then work out of it, so you can lay your basis of ideas down with the Base Editor, then build on to that. If you ever use the P12 Editor on SCEX, it is reccommended that you get the P12 Triggers to allow you to function them and even have an extra character.
You can also create a system in which you can buy a tank or so as a defence, and put it in a defence strong point and have it given to Player 12, while the Player 12 has it, the computers can attack that unit (If they have P12 set as enemy) and have to break through that defence first. If you played Outbreak, the map maker lets you build a defence when neccesary with enough needed health to block some small oncoming zombies, but it is giving to Player 12 so it won't attack nor will it do anything but just sit there and absorb the damage.
Good luck on your map creating(s)!
Wow... :o Fronter, are you still alive!?! Where have ya been lately (other than the obvious SEN, that is ;))?
And it's my belief that he can handle the P9-12 triggers better if he used one of the advanced map editors (read, SCMDraft 2 or SF) for it, but wth this is the part when the "whatever rocks your boat" comes in to play. :smirk:
Fronter
12-14-2005, 7:07 PM
Wow... :o Fronter, are you still alive!?! Where have ya been lately (other than the obvious SEN, that is ;))?
And it's my belief that he can handle the P9-12 triggers better if he used one of the advanced map editors (read, SCMDraft 2 or SF) for it, but wth this is the part when the "whatever rocks your boat" comes in to play. :smirk:What closely as the dead come back to life!
Anyways, I personally reccomend SCMDraft 2, because Starforge is a bit' buggy. I really don't like how the units graphics on Starforge are mutilated. Then again, I still could not create something as good as Starforge.
What closely as the dead come back to life!
*Lol* It's X-mas time, not Easter time. :)
Anyways, I personally reccomend SCMDraft 2, because Starforge is a bit' buggy. I really don't like how the units graphics on Starforge are mutilated. Then again, I still could not create something as good as Starforge.
I agree with ya. On both... that is. (Yeah, I sure can't create a map editor. In particualr, since I don't possess the programming knowledge n' spare time for it.) ;)
Fronter
12-15-2005, 8:20 PM
Yeah, I sure can't create a map editor. In particualr, since I don't possess the programming knowledge n' spare time for it.)Still trying to hide some bit' old' sentances are we? Yet I agree too, I don't have the knowledge nor time.
MidnightGladius
12-15-2005, 10:04 PM
I personally use only Special Edition or SCMDraft2 for all of my work. Which, admittedly, isn't that much, but then, I have my exams to worry about : /
Good to see you, Fronter.
Still trying to hide some bit' old' sentances are we? ...
Rofl* Reeeaal hard to find, I bet... :rolleyes:
I personally use only Special Edition or SCMDraft2 for all of my work. Which, admittedly, isn't that much, but then, I have my exams to worry about : /
...
What I hate in SCXE's Special Mode is that you can't place the buildings correctly (especially to connect with the Terran addons). :P To be totally honest, I only keep Special and P12 Mode just in case I want to open some map made with advanced editors or to wrap up some 'loose edges' that can't do with Base.
Edit add: That's why I usually stick with regular Base Mode and generally do the more elaborate stuff in SCMDraft 2 anyway. :)
Fronter
12-18-2005, 5:17 PM
What I hate in SCXE's Special Mode is that you can't place the buildings correctly (especially to connect with the Terran addons).Indeed that is a very annoying part of Special Additon, you cannot select whether or not to have it set or not, you have to use a different part or editor. Personally I like establishing the "Blueprints" of the map with SCMDraft II then working with SCEX, then ending with SCMDraft II again (Player colors and sprites).
Indeed that is a very annoying part of Special Additon, you cannot select whether or not to have it set or not, you have to use a different part or editor. Personally I like establishing the "Blueprints" of the map with SCMDraft II then working with SCEX, then ending with SCMDraft II again (Player colors and sprites).
Agreed and to be straigh forward with it now am trying to change my mapping M.O. ;)
Now I have SCMDraft 2 to mimic SCXE Base's settings most of the time and do plenty of my work there. Only later on I'll open it with it (read, SCXE Base), when I even do it, just to check if have done some erroneous unit placing/terraining with the other. Since the Classic TrigEdit's release I almost completly switched between SCXE n' SCMDraft. But none of this is really new now, is it? :)
/me reminds to drop on SEN to see if anything fresh is out (like FireGraft, for instance) *
Fronter
12-20-2005, 10:01 PM
* Basan reminds to drop on SEN to see if anything fresh is out (like FireGraft, for instance) *I looked all through SEN, but only found Voyager leaving one sentance with FireGraft. Post:
"The Cloak button is hardcoded requiring one of 3 things:
1) Wait for FireGraft to come out.
2) Remove the hardcoded restriction yourself... (If you know how, go ahead! )
3) Replace Tom Kanasky (Hero Wraith) with the Dropship, since Tom's unit ID can use the Cloak action."
Basan
12-21-2005, 11:03 AM
I looked all through SEN, but only found Voyager leaving one sentance with FireGraft. Post:
"The Cloak button is hardcoded requiring one of 3 things:
1) Wait for FireGraft to come out.
2) Remove the hardcoded restriction yourself... (If you know how, go ahead! )
3) Replace Tom Kanasky (Hero Wraith) with the Dropship, since Tom's unit ID can use the Cloak action."
Thanks for the info, but I'm trusting that when DoA finishes his (modding) tool project he won't forget to tell this to the SC'ters here at WB's. :)
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