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Regarding the issue with the Ai script
Jan 19 2026, 3:46 pm
By: Zergxhx  

Jan 19 2026, 3:46 pm Zergxhx Post #1



Hello everyone, I want two Ai players executing the Zerg Expansion Custom Level script to transfer all units to another Ai player every 10 minutes, and then this Ai player will execute the Send All Units on Strategic Suicide Missions script. It worked the first time, but the Suicide Missions script didn't take effect the second time. It seems that the Ai script cannot be executed repeatedly. Is there any solution
I don't speak English, so I used a translation software. Please forgive any grammatical errors



None.

Jan 20 2026, 5:52 pm DarkenedFantasies Post #2

Roy's Secret Service

Strategic Suicide has a timer for each player that prevents it from being run again until it has elapsed. If the player isn't running a town or areatown script, that timer will not count down.

If you make your computer player run a town or areatown script, you will be able to run Strategic Suicide again after around 1536 frames (roughly 65 seconds real time at fastest game speed) while the elapsed game time is below 4500 seconds. After that, you can only run it once around every 7296 frames (roughly 306 seconds at fastest).

Note that if a computer player doesn't have any units on the map, its town script will end.




Jan 21 2026, 1:20 pm Zergxhx Post #3



Strategic Suicide has a timer for each player that prevents it from being run again until it has elapsed. If the player isn't running a town or areatown script, that timer will not count down.

If you make your computer player run a town or areatown script, you will be able to run Strategic Suicide again after around 1536 frames (roughly 65 seconds real time at fastest game speed) while the elapsed game time is below 4500 seconds. After that, you can only run it once around every 7296 frames (roughly 306 seconds at fastest).

Note that if a computer player doesn't have any units on the map, its town script will end.
I understand, thank you for your help!



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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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