Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: AI Script Problem
AI Script Problem
Apr 4 2008, 10:11 pm
By: jandii  

Apr 4 2008, 10:11 pm jandii Post #1



Hey, I have a problem, I have the nuke script working (computer drops a nuke), but after like 2 mins, it gives me some 'Unit Unplaceable' errors. I'm certain it's the AI Script as it's the only thing I've changed. Is there a way to stop this? or disable/overwrite the AI Script for the computer to prevent this?

Thanks for any help on this!



None.

Apr 4 2008, 10:13 pm lil-Inferno Post #2

Just here for the pie

I've never encountered the problem, so my only suggestion is that perhaps it's the making of the nuke?




Apr 4 2008, 10:29 pm jandii Post #3



I'll attach a test map in a few minutes (if it replicates my problem), then you might have a better clue :)

EDIT: Here you go, have a look.

Attachments:
nuke_help.scx
Hits: 3 Size: 34.98kb

Post has been edited 1 time(s), last time on Apr 4 2008, 10:39 pm by jandii.



None.

Apr 4 2008, 11:00 pm NudeRaider Post #4

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

Check at which coordinates the unit is unplaceable then find the location that is there and you can identify the trigger causing the problem.

The nuke ai won't create a unit it will only build a nuke in an already existing building. This can't create an unplaceable error, so it must be some other trigger.




Apr 4 2008, 11:12 pm jandii Post #5



Ahh crap, Nude I know you're a well of information and I appreciate the input, so I'll double check. But the fact that it's only 2 triggers (3 with a display text message) and none of which use 'create' lead me to believe it's the AI script. Unless there's another AI script that loads nukes in? (using Brood Wars Terran 2 - Town A) and followed this tutorial [note the different ai script there?].

Check out the test map.

Very very weird.



None.

Apr 4 2008, 11:34 pm Kenoli Post #6



It is caused by the script. I guess you pretty much figured that out though, considering there are no other triggers.
For preventing it from happening, I know of no way.



None.

Apr 4 2008, 11:37 pm Symmetry Post #7

Dungeon Master

You could put walkable terrain at the coordinates where the ghosts (I'm assuming I'm thinking of the right problem) try to appear, and have a trigger remove them. I'd say that's about the best you'll be able to do.



:voy: :jaff: :voy: :jaff:

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