Staredit Network > Forums > SC2 Assistance > Topic: [SOLVED] AI is Useless
[SOLVED] AI is Useless
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May 26 2011, 4:23 am
By: DeProgrammer  

May 26 2011, 4:23 am DeProgrammer Post #1



I've been messing around for quite a while with this. I've tried only using the "Start Melee AI" trigger, I've tried using the campaign AI trigger (which did much less), and I've tried setting up specific towns and whatnot to solve various other issues. But the following are my standing issues.

Problem: The AI doesn't send any attack waves.
I haven't tried messing with manual creation and sending of attack waves via triggers because I shouldn't have to.

Problem: The AI sends a few units to the bottom-left corner of the map, where they stay.
I keep finding Overlords floating around the bottom-left corner of my map for no apparent reason. I got an AI to play the allied base commander, and it sent some medivacs down there. Some of the medivacs locked up on the no-fly zones I placed above the mountains. They just didn't want to go around or anything.

Any ideas? I've attached the map for reference. You can try to play it via the map editor's test mode, but as it also does some strange things and the AI seems to work differently there, you can also find it on Battle.Net because I've published it as public for the time being. This is intended for up to five players.

Edit: On the published version, I've thrown in a few suicide commands at specific times, but that doesn't help with expansions and whatnot. Additionally, if you allow an AI to play the base commander, it behaves just like the enemy AI does.

Attachments:
SquadSupportDP_PickCommander.SC2Map
Hits: 1 Size: 321.15kb

Post has been edited 3 time(s), last time on May 27 2011, 7:00 am by DeProgrammer.



None.

May 27 2011, 6:59 am DeProgrammer Post #2



Being my first StarCraft 2 map, it was a simple and stupid mistake. The AI malfunctions terribly if you don't use a Start Location type of point for your Start Locations!

However, now I have to figure out why the AI doesn't believe in expanding, even when I try using the Expand advanced AI function to specifically tell it to do so.

Post has been edited 1 time(s), last time on May 29 2011, 3:58 am by DeProgrammer.



None.

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[07:41 pm]
Ultraviolet -- just sent you a message on Discord. I suspect you're probably trying to change unit speeds for units that don't use flingy.dat for movement (like any units that walk instead of hovering/flying). You can change their movement to flingy, but they unfortunately look more like they're gliding than walking when you do that.
[07:31 pm]
Symmetry -- EE2, I've been using setdatfile successfully for units.dat and weapons.dat but the flingy changes don't seem to happen
[05:25 pm]
Ultraviolet -- in EE2 you just open DatEdit, go to the flingy tab, and make whatever changes you want. Though if you want to do dynamic shit, you have to use the trigger editor with the setdatfile action. And of course you have to inject your changes when done. Can give more specific troubleshooting advice if you provide more details
[05:20 pm]
Ultraviolet -- Symmetry
Symmetry shouted: why can't I seem to make eud editor change flingy.dat D:
Are you using EE2 or EE3?
[04:57 pm]
Symmetry -- wdym
[02:24 pm]
Apos -- :wob:
[04:16 am]
NudeRaider -- files in c:\program files\ are protected
[2026-7-11. : 8:11 pm]
Symmetry -- why can't I seem to make eud editor change flingy.dat D:
[2026-7-11. : 4:33 pm]
Ultraviolet -- :wob:
[2026-7-10. : 11:00 pm]
Vrael -- :wob:
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