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

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.
Level Design Workshop ''Go to hell'' is basic. ''I hope your favorite StarCraft character gets voiced by Pr0nogo'' is smart. It's possible. It's terrifying.
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
(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.
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)
(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...
Those are just the same scripts used in To Slay the Beast (ZB8A-D)
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.
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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).
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Nice! Thank you for this!
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