Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: UMS AI trigger help
UMS AI trigger help
Apr 11 2010, 2:31 am
By: Duljin  

Apr 11 2010, 2:31 am Duljin Post #1



I'm attempting to make my first UMS map with Scmdraft 2.0. (I know: welcome to the party 10 years late), but I'm having trouble with something that should be very simple. I cannot get a group of Marines and a group of Zerglings to fight each other. Both are in different forces in a named location, and I can get actions to trigger when the player enters my separate... uh, trigger location, but I cannot make them just attack each other. The best I've been able to manage is with the "Kill" command, but that just blows'em up from nowhere.

This is probably covered somewhere, but I've searched Google, the forums here, and several tutorials with no success. Please help.



None.

Apr 11 2010, 2:39 am LoTu)S Post #2



Have you toggled with the alliance status? Be aware that for player 1 to unally player 2. Its:
Trigger
Players

  • Player 2
  • Conditions

  • always (or w/e)
  • Actions

  • Set A.I Script:set unally for player 1


  • sorta weird. Hope this helps



    None.

    Apr 11 2010, 2:54 am DeM)s. Post #3



    Quote from Duljin
    I'm attempting to make my first UMS map with Scmdraft 2.0. (I know: welcome to the party 10 years late), but I'm having trouble with something that should be very simple. I cannot get a group of Marines and a group of Zerglings to fight each other. Both are in different forces in a named location, and I can get actions to trigger when the player enters my separate... uh, trigger location, but I cannot make them just attack each other. The best I've been able to manage is with the "Kill" command, but that just blows'em up from nowhere.

    This is probably covered somewhere, but I've searched Google, the forums here, and several tutorials with no success. Please help.
    Not sure if this will help but, if the Marines and the Zerglings aren't allied together you can have a trigger that makes them patrol to your desired location where you want them to fight and once they get into each other's range they'll automatically attack each other.

    Trigger
    Players

  • Player X
  • Conditions

  • Player X brings Unit X to Location X
  • Actions

  • Order *amount* of Unit Y at Location Y to "Patrol" to Location Y

  • *Note
    - Player X and Unit X represent the player and their unit while Location X represents "my separate... uh, trigger location"

    Then you can do the same for the other group of units, as long as they're heading either 1) towards the same location and they'll meet up or 2) towards two different locations but they'll also meet up. Not sure if this will help or not seeing as I'm entirely new to the whole map making myself but I just wanted to throw in my little bit.



    None.

    Apr 11 2010, 3:05 am DavidJCobb Post #4



    Lotus is wrong, just use the Set Alliance Status trigger action. Be aware that the player that's setting the status has to run the trigger. (For P1 to set P2 to enemy, P1 must run a SAS trigger.)

    DeMS' triggers are correct, but bear in mind that if the two groups (somehow) reach their destination without encountering each other (or when they're done killing each other), they'll head back to the start, and then they'll head back to the destination again. (This can actually be useful... When they're done fighting, whichever side is still alive will return to their base. You can just detect when they re-enter, and order them to stop (by using Move Unit to move them to a location they cannot be moved to).) Also note that they'll attack any enemies they notice while patrolling.



    None.

    Apr 11 2010, 3:16 am LoTu)S Post #5



    Quote
    Lotus is wrong, just use the Set Alliance Status trigger action. Be aware that the player that's setting the status has to run the trigger. (For P1 to set P2 to enemy, P1 must run a SAS trigger.)

    The truth hurts, but i swore for p1 to unally p2, p2 runs Ai script unally p1.



    None.

    Apr 11 2010, 4:39 am Duljin Post #6



    Thanks for the quick responses, guys! It was indeed a simple problem, and your solutions have helped me figure it out.

    That said, what I'm really attempting to do is have several battles between Terran and Zerg forces that the player ends up watching/participating in as a third party. Right now I'm thinking about toggling the ally status to enemies when the player enters a location, then having the two forces encounter each other via DeMs' patrol suggestion, then flipping them back to allies when all units in the location die so that units in other locations don't end up killing one another.

    Any suggestions for better ways to do this as they work their way through multiple encounters?



    None.

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    [02:27 am]
    Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
    [02:58 pm]
    Ultraviolet -- Symmetry
    Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
    fr fr
    [2026-7-17. : 2:39 am]
    Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
    [2026-7-16. : 6:28 am]
    NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
    [2026-7-16. : 6:26 am]
    NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
    [2026-7-16. : 6:25 am]
    NudeRaider -- Symmetry
    Symmetry shouted: Ohhh imagine a SC map that could delete itself
    not the map, the editor
    [2026-7-16. : 2:28 am]
    Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
    [2026-7-16. : 2:28 am]
    Symmetry -- Ohhh imagine a SC map that could delete itself
    [2026-7-15. : 8:51 pm]
    NudeRaider -- Symmetry
    Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
    yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
    [2026-7-15. : 4:10 am]
    Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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