
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
When using AIs its important that you preplace the main building and 4 workers of
the race you set the comp in the player settings (scenario --> map description in ScmDraft). Then you make a large location around his building which tells them where to build then execute "ai script at location" for the correct race. Custom ai will create a moderately hard computer enemy.
Also, as already said, randomize start locations has to be disabled because that would screw the race settings and/or ai locations.
The triggers look fine, just make sure you put human players and comp players in different forces.
Post has been edited 1 time(s), last time on Mar 27 2008, 1:15 am by NudeRaider.
Thanks. I have most of the stuff you said set up already. But does the AI script have to be run at location? What does that do? Does it restrict their build area or something? And will the script continue to work for that player even if they move outside the location?
Also, does it have to be a location if all the computer players are the same race?
None.
Yes, it just has to run over them, and they will keep the AI, you can use Anywhere if you want, and it doesn't matter, as long as you run it for the correct player.
None.
Awesome, it looks like that did it. Didn't realize locations were important (I still don't really get it, frankly. But at least it works)
Thanks so much for all your help, guys. I'll come back if I have any other problems, but it looks like that's it for now.
None.
Don't run the AI Script at Anywhere. The place you run the script at is important, as the computer will consider that area their base.
If, for example, the computer's starting buildings/workers are over in a corner of the map, but you set his melee script to run at Anywhere, he will attempt to mine and build in the center of the map.
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Cool. I made locations for each of them anyway, and it seemed to be working fine now. I realize what happened before, though. Since I put run AI script just without location, they all trid to build in the top left corner. This time round they all acted quite normally. They went out and set up other bases too, which is a good sign.
None.

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
O.o and I said triggers look fine... I hate that scmdraft code. I usually only understand it right when i have made the triggers myself and KNOW what i did^^. However, I'm glad you could work it out.
It's all good man, thanks. We all have our off-days

. I just wish I could have found all this out without needing to ask. Google and tutorials were failing me though...
None.
Oh, one last question: is there any list or anything online that explains all the AI Scripts in SCM Draft? I've been looking around and the only thing I found was Blizzard's official list which just has their original scripts. I'm just curious about what all the other ones actually do...
None.

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
Not that I'm aware of. But the official list is quite helpful imo.
The ones not described with those numbers (like Terran 7 - Middle Zerg Town) are probably the AIs that were used in the campaign - usually useless except when you are in need of an AI similar to the one of that level.
Then there are not many left: Junkyard dog for example which makes units randomly roam around. Those are pretty obvious I guess.