Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Setting AI controlled units to hold position
Setting AI controlled units to hold position
Mar 24 2022, 3:47 pm
By: Cryoc  

Mar 24 2022, 3:47 pm Cryoc Post #1



I am pretty much a complete noob with regards to map making and this has probably been asked countless times and I am just too dumb to find the answer but how can you change the default behavior of AI controlled units to behave as if a human player would have just pressed hold position, especially for lurkers and siege tanks? I want to test out some micro scenarios but the lurkers keep unburrowing as soon as I approach them with medic/marines and sieged tanks unsiege, if nearby units are hit. How can I prevent that?

Ideally, there is a simple solution, since I only worked with classic triggers before.



None.

Mar 24 2022, 7:50 pm TheHappy115 Post #2



I'm not sure if there is an easy solution for lurkers (without EUD triggers which isn't basic to do). In terms of siege tanks, it does work in a similar style to lurkers. However, you could substitute the siege tank for a Hero version of said siege tank (Edmund Duke) and just set its stats to a siege tank. Please note: using these hero siege tanks means they will NOT use the player's supply, and will never unsiege (even if 1 zergling was melee range attacking it). This can make it useful if you want to have siege tank emplacements that won't unsiege no matter what. The AI however will obviously not replace these tanks and the portrait itself will still be "dukes" portrait. This also doesn't work if you are using the siege version for something else.

Alternatively, if you give lurkers (burrowed) // siege tanks (sieged) to the player and the burrow/siege mode is disabled, they will be unable to unburrow/unsiege too. Sadly, this doesn't seem to apply to AIs (they probably have some internal function/trigger that does it since they don't use hotkeys/command cards).

You could try having 2 AIs as well (with Zerg 1 AI controlling Lurker, and Zerg 2 controlling other units). However, this comes with a problem where the AI 1 lurkers will splash the AI 2 units (even when allies).

Post has been edited 2 time(s), last time on Mar 24 2022, 8:11 pm by TheHappy115.



None.

Mar 25 2022, 3:48 pm IlyaSnopchenko Post #3

The Curious

Probably a wicked set of idle_orders would help work around that, but I'm not sure.



Trial and error... mostly error.

Mar 25 2022, 4:29 pm Cryoc Post #4



Quote from TheHappy115
I'm not sure if there is an easy solution for lurkers (without EUD triggers which isn't basic to do). In terms of siege tanks, it does work in a similar style to lurkers. However, you could substitute the siege tank for a Hero version of said siege tank (Edmund Duke) and just set its stats to a siege tank. Please note: using these hero siege tanks means they will NOT use the player's supply, and will never unsiege (even if 1 zergling was melee range attacking it). This can make it useful if you want to have siege tank emplacements that won't unsiege no matter what. The AI however will obviously not replace these tanks and the portrait itself will still be "dukes" portrait. This also doesn't work if you are using the siege version for something else.

Alternatively, if you give lurkers (burrowed) // siege tanks (sieged) to the player and the burrow/siege mode is disabled, they will be unable to unburrow/unsiege too. Sadly, this doesn't seem to apply to AIs (they probably have some internal function/trigger that does it since they don't use hotkeys/command cards).

You could try having 2 AIs as well (with Zerg 1 AI controlling Lurker, and Zerg 2 controlling other units). However, this comes with a problem where the AI 1 lurkers will splash the AI 2 units (even when allies).
Thanks for the suggestions. Using the hero siege tank instead of the normal one works well, but I had no success with disabling siege mode or burrow as you expected.
Regarding EUD triggers, is there an example map where something like that was done for the lurker and I can maybe just copy/paste or replicate the respective section?



None.

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[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
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