Staredit Network > Forums > General StarCraft > Topic: AI scripts
AI scripts
Sep 24 2021, 2:09 am
By: C(a)HeK  

Sep 24 2021, 2:09 am C(a)HeK Post #1



Hello everyone.
This folder will be useful to everyone who wants to know the description of the scripts.

Download link - https://disk.yandex.ru/d/aGKNnQLUoWIqCQ



Hello everyone, friends. You can call me Alexander. :)
Additional Story Series creator
Maps & Info - https://disk.yandex.ru/d/8yj1Y_ddxE9FIA
Videos - https://www.youtube.com/playlist?list=PLvj8rhscGCvTrcYKVyvvMP7uTxlkSjMzz

Sep 24 2021, 10:15 am Andrea Rosa Post #2

Just a glitch in the Matrix

Thank you, this is very useful for those who don't have experience in AI editing and modding, it facilitates the choice of suitable AI scripts for a given map. I wish I had this documentation years ago.



None.

Sep 24 2021, 10:24 am C(a)HeK Post #3



Quote from Andrea Rosa
Thank you, this is very useful for those who don't have experience in AI editing and modding, it facilitates the choice of suitable AI scripts for a given map. I wish I had this documentation years ago.

Well, you can update AI in your campaign if need it or you can choise new AI for new campaign\scenario



Hello everyone, friends. You can call me Alexander. :)
Additional Story Series creator
Maps & Info - https://disk.yandex.ru/d/8yj1Y_ddxE9FIA
Videos - https://www.youtube.com/playlist?list=PLvj8rhscGCvTrcYKVyvvMP7uTxlkSjMzz

Sep 26 2021, 12:53 pm IlyaSnopchenko Post #4

The Curious

(Most) area town AIs are not included in these lists but some of them are needed for certain stuff. Say, in vanilla Protoss 7 mission the red player runs on two bases; the actual campaign script only does upgrades but the area town attacks instead. Bob Fitch must've been "distracted" when writing these ones.
The ones from BW Zerg mission 3 are also not included because they're too specialized: hooked first on an enemy player gaining a Hatchery, then (most of them) on the enemy player progressing with resource gathering, so they would have been useless for anything other than a resource gathering mission fought against a zerg player.



Trial and error... mostly error.

Sep 26 2021, 7:21 pm Nekron Post #5



I don't necessarily agree that he must've been "distracted", I think having attack scripts be town-side has it's own merits, depending on how AI economy etc is handled (and indeed, is used in conjunction with main-town attack scripts often in vanilla, which makes the Player reduce total attack volume when he kills expos)




Oct 5 2021, 2:14 am Luigi Post #6

In God I trust.

Quote from IlyaSnopchenko
(Most) area town AIs are not included in these lists but some of them are needed for certain stuff. Say, in vanilla Protoss 7 mission the red player runs on two bases; the actual campaign script only does upgrades but the area town attacks instead. Bob Fitch must've been "distracted" when writing these ones.
The ones from BW Zerg mission 3 are also not included because they're too specialized: hooked first on an enemy player gaining a Hatchery, then (most of them) on the enemy player progressing with resource gathering, so they would have been useless for anything other than a resource gathering mission fought against a zerg player.
Do you have the ones for Enslavers II: Dark Vengeance? There are some Terran/Zerg and Zerg/Terran AI scripts there...



I'm the creator of StarCraft Adventures.
For Spanish version "Aventuras de StarCraft":
Aventuras de StarCraft (blog)

Oct 5 2021, 10:26 am Nekron Post #7



Those are just the same scripts used in To Slay the Beast (ZB8A-D)




Oct 5 2021, 12:34 pm Luigi Post #8

In God I trust.

Quote from Nekron
Those are just the same scripts used in To Slay the Beast (ZB8A-D)
Thanks n.n



I'm the creator of StarCraft Adventures.
For Spanish version "Aventuras de StarCraft":
Aventuras de StarCraft (blog)

Apr 2 2022, 8:10 pm Zahaka Post #9



Hey I don't understand your notes on the ai personalities that are in game because I want a ai protoss base that creates dark templar to attack but they don't build anything but an extractor and pylon. I picked Brood Wars Zerg 7 - Town B.



None.

Apr 2 2022, 10:03 pm TheHappy115 Post #10



Quote from Zahaka
Hey I don't understand your notes on the ai personalities that are in game because I want a ai protoss base that creates dark templar to attack but they don't build anything but an extractor and pylon. I picked Brood Wars Zerg 7 - Town B.

It is important to read other notes to get a grasp on how the AI works too. An important note is that the AI script listed does NOT have any structure placement. You'll notice that other scripts involve "build a gateway" then build cybercore and etc. This means if it doesn't spawn with one, it will not build it, or rebuild it if destroyed. As it is, it seems like it will only build a Nexus, 4 probes, and possibly pylons if supply blocked. In terms of defense, I'm not sure how that side entirely works but the script can get stuck trying to attempt something that is impossible for it (such as get a scout to defend with when it has no stargate and no script stating to get a stargate).



None.

Apr 3 2022, 5:15 pm NiceNowIHaveAName Post #11



Nice! Thank you for this!



None.

Apr 1 2023, 6:02 pm KroznadeSC Post #12

Kroznade

Life Hack (Scripting in SC): COPY AND PASTE



Broodwarmaps:
__________________________________________________________

http://www.panschk.de/mappage/maplist.php?wauthor=Kroznade
__________________________________________________________

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[02:58 pm]
lil-Inferno -- penis and balls part 4
[2026-3-09. : 2:49 am]
Ultraviolet -- "Not many people know this, but I actually got the idea for my mustache after seeing the end of a paintbrush for the first time." :lol:
[2026-3-08. : 1:15 pm]
NudeRaider -- literally Hitler
[2026-3-08. : 12:54 pm]
Oh_Man -- this is a work of art: https://youtu.be/NmjrfXO0mdk
[2026-3-08. : 12:10 am]
Ultraviolet -- "often was always pretty cool" 60% of the time, it works every time :shifty:
[2026-3-07. : 11:26 pm]
NudeRaider -- The visuals are good, the animation is terrible: the movement is off, the impacts in battle scenes have zero weight to it, the lip sync is right up uncanny valley. But yeah, considering what it is it's pretty good overall.
[2026-3-07. : 6:24 pm]
Oh_Man -- https://youtu.be/pPZafFJOi48 crazy good
[2026-3-07. : 9:51 am]
NimoStar -- And Pathfinding in SC1 was not *that* bad, the problem is that it was designed as a flat 2D game like WC1 (and it was in the alpha) and then switched to isometric without changing the base code. So its actually a flat game pretending to be isometric. With the custom competitive maps that use larger ramps and elevation, pathfinding is quite fixed.
[2026-3-07. : 9:47 am]
NimoStar -- The unlocking and map choice was fine, but mostly in WoL - In HoTS the worst of all units are irrelevant because Kerrigan has infinite summon and stuff. And even in WoL the spaceship instakill map powers are better than units. If I could RTS in my RTS that'd be great.
[2026-3-05. : 8:45 pm]
NudeRaider -- Nekron
Nekron shouted: NudeRaider not that the og sc1 campaigns are particularly good mechanically but cmon, SC2 map mechanics are the opposite of fun
There's many parts to it. I think the raw rts gameplay of sc1 is unsurpassed to this day. And I too never liked that sc2 missions always rush you in some way or another, because I like to take my time. However I still have to admit that they way they did it often was always pretty cool. Like lava rising and receding, a huge-ass mothership destroying bases, undead coming at night, just to name a few, those are definitely creative, so I'm sure there's people that liked it. But that's not even what I meant. It's the unlocking of new features and upgrades and choice which map to play next that made it so much more motivating for me.
Please log in to shout.


Members Online: NudeRaider