Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Questions about stopping InsaneAI, Player9/10/11, Nukes reloading, etc.
Questions about stopping InsaneAI, Player9/10/11, Nukes reloading, etc.
Dec 4 2025, 9:11 pm
By: peterfarge  

Dec 4 2025, 9:11 pm peterfarge Post #1



Hello Forum,

I'm working on a UMS map I created with Scmdraft. The map is ready, but there are still some things that could be improved.

1. The Insane AI cheats. When all mineral deposits are depleted, it still builds a lot of units and attacks me (Costum AI is quite when it runs out of minerals). Is it possible to stop the AI? Set ore/gas to 0 after 2h play time via trigger every time possible. When I start another AI script instead, the AI behave strange, expand the main base strangely and build Pylons in distant locations and sometimes the AI still builds new units and attacks. I guess two AIs running parallel instead of replacing the Insane AI is the problem.

2. I create Kakaru critters via trigger, to help the player spying the map with the Queen parasite.
-- I cannot create the Kakaru for player 12 via trigger directly
-- I cannot create the Kakaru for one of the AIs/Human and give it to player 12, because the opposite site will shoot the Kakaru down. Because it still has the initial color.
-- I can create the Kakaru for one of the AI players, give it to player 9 and ally this unused player to all AI/Human players. Now the Kakaru doesn't get shoot down by either side, but now I have these green dots for every Kakaru on the minimap. If I pass on the Kakaru from P9 to P12, the human player shots him down again.
Can I set the color of player 9 to neutral blue somehow? Do you have a better solution?

3. What do other UMS creators do with player 9,10,11? They cannot hold any trigger, so even Junk yard dog AI won't work. (But Kakarus for P9 still fly randomly around!)

4. If I click on the map in SC-BW, I get the preview picture, the description and on the bottom, there is written Suggested Players 1-8. But it's a UMS map, it should be 1. Can I change this setting in Scmdraft?

5. If I exceed the unit limit, I cannot build nukes anymore. I thought of reloading the silos via trigger. I googled it, but it seems there is no trigger for it. I could give every [men] the human player has for 10 seconds to P10, then let him build the nukes, and then give every unit P10 has back to the human player, but that's a quirky workaround. Any ideas? (Except Food for thought cheat code)

6. I read your UMS hints. Is it really a problem that a map can get broken? To have it saved in an earlier state to recover? I never encountered such a problem.



Thanks in advance for every help

Peter



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Dec 5 2025, 10:31 pm Sie_Sayoka Post #2



1. You can loop the set resources action to perform in intervals so any resources that the computer does get will be set back to 0. An example would be using something like this with death counters and hyper triggers:

Triggername
Players

  • Player 1
  • Conditions

  • Always
  • Actions

  • Set deaths for p1: add 1 cantina
  • Preserve trigger


  • Triggername
    Players

  • Player 1
  • Conditions
    P1 has suffered at least 172800 deaths of cantina

  • Actions

  • Modify resources for p2: set to 0 ore and gas
  • Preserve trigger


  • It is not recommended to run multiple different AI scripts at once as this will usually break the AI.

    2. You can pre-place the kakarus. If you don't want them running around the map from the start you can continuously have a move trigger bring them in an unused space in the map and move them when they are needed.

    3. Extended players have many uses. It depends on what you need them for. Critter random pathing is handled through Iscript which is independent of AI. You can have spider mines owned by extended players attack.

    4. The suggested players is a mislabeling. It just means the amount of active player slots, human or computer, that are in the map. You can't change this to 1 if you want to have more players.

    5. Detaching a silo with a nuke from a command center will remove the supply of the nuke as the player doesn't own the silo anymore. You can get around this in vanilla by simply lifting the command center. You could make a cache of silos and cycle them.

    6. Not sure what you are referring to. There shouldn't be an issue with the map itself being corrupted for the most part. Backups are always good to have for debugging and other purposes.



    None.

    Dec 6 2025, 6:58 am NudeRaider Post #3

    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

    Quote from Sie_Sayoka
    1. You can loop the set resources action to perform in intervals so any resources that the computer does get will be set back to 0. An example would be using something like this with death counters and hyper triggers:

    Triggername
    Players

  • Player 1
  • Conditions

  • Always
  • Actions

  • Set deaths for p1: add 1 cantina
  • Preserve trigger


  • Triggername
    Players

  • Player 2
  • Conditions
    P2 has suffered at least 172800 deaths of cantina

  • Actions

  • Modify resources for p2: set to 0 ore and gas
  • Preserve trigger
  • Wouldn't it be simpler to just check for minerals? (also you mixed up P1 and P2)
    Triggername
    Players

  • Player 2
  • Conditions

  • Current Player has accumulated at least 1 minerals
  • EDIT: Elapsed scenario time at least 120 seconds
  • Actions

  • Modify resources for Current Player: set to 0 ore and gas
  • Preserve trigger


  • Post has been edited 1 time(s), last time on Dec 7 2025, 1:30 pm by NudeRaider.




    Dec 6 2025, 1:57 pm Sie_Sayoka Post #4



    Yes, but he wanted this trigger to run after 2 hours.

    In the example P1 would be the human, P2 the computer which minerals need to be deducted from. I suppose for simplicity I should have kept the trigger owner to just one player and specified it was for the computer.



    None.

    Dec 6 2025, 6:18 pm NudeRaider Post #5

    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

    Oh I missed that. Then I'd just add a "elapsed scenario time" condition.




    Dec 7 2025, 12:03 pm peterfarge Post #6



    So the crazy AI gets resources from time to time, and if you set the resources to zero, it stops. It could also be that the crazy AI builds units without even paying attention to the res account at all (I hope not).
    I'm looking at the hyper triggers, which I've never worked with before. I try it, thanks :)

    The cycleling via lifting the command center only works if I fall below the 200 units limit, I guess. But if I already have 400 terran units via Dark Archon capture, this method won't help.
    If I place a nuke silo on a map, I don't see any possibility to place a nuke in it from the start. So cycle through 100 pre-build nuke silos on the edge of the map won't work.
    Maybe Extended Unit Death (EUD) memory manipulation could reload the nuke silo... but I try to implement the hyper trigger first.

    Thanks Sie_Sayoka and NudeRaider for the help



    None.

    Dec 7 2025, 1:17 pm Sie_Sayoka Post #7



    Hyper triggers are used for most maps as it allows triggers to be run every 2 frames and removes the possibility of a wait block. This, in conjunction with death counters is the core to trigger systems in many maps.

    AI scripts brood wars terran 2 - Town A/B will create nukes but also do other, possibly undesirable, things since these are campaign scripts. You could use this on an unused computer player if applicable and give/move the silos to a different player to bypass the supply limit.

    If you are using EUDs you can simply change the supply limit. Know that using EUDs will restrict the map unit limit to 1700 instead of 3400 in remastered.



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