Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Defining The AI Scripts
Defining The AI Scripts
May 31 2008, 7:03 pm
By: Fisty  

May 31 2008, 7:03 pm Fisty Post #1



Has anyone tested what the different AIScripts 3rd Party Editors have revealed to us do? For example, the Terran-10 Confederate Town reveals no clue as to what it does in the name.

FYI: Yes, I am planning a campaign.



None.

May 31 2008, 7:17 pm Ahli Post #2

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Try "SC AI Edit" and open broodwar's ai scripts yourself.




May 31 2008, 7:37 pm Falkoner Post #3



Oh.... Someone showed me some list where some of those had been tested out... I think it was on the MM website, but I don't know where it is anymore.



None.

May 31 2008, 9:45 pm Daedalus Post #4



I'm pretty sure that all those town and 'normal' AI's are just build orders, am I wrong?

(ie: build 1 scv, build 1 barracks, give x money (cheating AI), build 2 marines, etc)



None.

May 31 2008, 10:34 pm Moose Post #5

Armor: 100%

They're AIs used for the campaign missions. They each do whatever that AI player should be doing in that mission. That's the simple answer. If you want to specifically know, you have to download an AI editing program such as SCAIEdit and look at it yourself.




Jun 1 2008, 3:47 pm Symmetry Post #6

(Killer_Kow)

On that note, most campaign AIs are useless outside of the situations they were designed for.



:voy: :jaff: :voy: :jaff:

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