Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Having Computer Units Attack Players
Having Computer Units Attack Players
Oct 20 2010, 7:43 pm
By: Dem0n  

Oct 20 2010, 7:43 pm Dem0n Post #1

ᕕ( ᐛ )ᕗ

This is a very nooby question, but I can't figure out what triggers to use. I have a part in my map where waves of zerg come out of a nydus canal, and they're supposed to attack the player's base. Since the player could have multiple expos, I told the computer to run the "send all units on random/strategic suicide missions." The units start to run towards the base, but then they stop and stay still until the next wave comes (when the ai script is ran again). How do I make them just go after the player's bases after they are spawned? :|

I'd post my map, but it's part of a campaign and it's not done, and I don't want to be criticized by other people for having a lame map, so I don't wanna post it here. :hurr:




Oct 20 2010, 7:48 pm Leeroy_Jenkins Post #2



Why not "send all units on random/strategic suicide missions" at "The entire area" and preserve trigger? I dunno if that'll work or not.



None.

Oct 21 2010, 1:19 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

They shouldn't stop to attack. There must be another AI script interfering (campaign / base build AI scripts?) or you're giving the units to another player, or move them outside the map or something like that.

Hard to tell, without more information.




Oct 21 2010, 4:21 pm Ahli Post #4

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

They will stop because the target unit died.
You should execute the script in an interval (for example: every 2 seconds) or if you want to make it perfect: whenever the target (a unit of the enemy player) died.

Multiple executions of the ai script won't change the target, so units won't run left and right every 2 seconds.




Oct 21 2010, 8:00 pm Dem0n Post #5

ᕕ( ᐛ )ᕗ

Well actually, I made random waves of spawn every 10 seconds, and each time they spawned, the AI script would run. I also made a separate trigger that just ran the ai script every 2 seconds. I thought that having multiple triggers run the same script as the same time could mess the units, so I took out the second trigger, but they still stop every now and then.




Oct 21 2010, 8:44 pm NudeRaider Post #6

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

It's possible that you're doing it too often. Spamming AIs can cause them to jam.




Oct 25 2010, 12:38 am Tempz Post #7



There are several ways of doing it... you can have the zerg be put on Insane ai which make it so that they attack often enough but this isn't very accurate or efficient.

Another method is to place a location on a base of a player and make an "Ai" trigger to value it higher this will make it so they send hordes of monsters at the specification location, and also make it build a base there...

Lastly spamming AIs could cause the stop by jamming them in essences... but it depends on the ai spams you got going, and the amount of units you are sending



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[06:28 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.
[06:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[06:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[02:28 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
[02:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[08:51 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
[2026-7-15. : 2:19 am]
Symmetry -- NudeRaider
NudeRaider shouted: Symmetry I can't tell if it's relevant. You provided literally no context so I was providing an equally generic answer.
Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
[2026-7-14. : 11:43 pm]
Ultraviolet -- let's take each other's clothes off :teach:
[2026-7-14. : 11:03 pm]
Vrael -- :teach:
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