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Staredit Network -> UMS Assistance -> Help w/ proper Location placement?
Report, edit, etc...Posted by bajadulce on 2005-03-22 at 15:41:00
I am wondering as to the “correct” way to place the starting location over the Command Center/Nexus/Hatchery in order to use the “run Ai at location” script “properly”.

This topic is a small request for experienced mapmakers to possibly take a few seconds to confirm that I am setting up “location” over nexus/CC in this very very small test map I’ve created. The map seems to be working, so I assume I have this correct, but there are a few anomalies that flag me to believe otherwise.

test map downlaod --------> Attached File AiTestMap.scx ( 56.51k ) Number of downloads: 4

Thanks for all your time/input in advance.

Also an idea, maybe SEN could supply some “basic” maps that demonstrate fundamental map building/trigger techniques as a supplement to their tutorials. These maps could be referenced in the tutorials such as “see TestMap #xxx” for demonstration and details. Maybe this may seem a bit redundant? but just an Idea.
Report, edit, etc...Posted by chuiu on 2005-03-22 at 17:40:08
I experimented with this a long while ago. It is always best to place the location over their CC and only their CC for this reason:

[attachmentid=6691]
Report, edit, etc...Posted by bajadulce on 2005-03-22 at 17:54:12
thnx for your example test map. I will study it and see how the different location layers/triggers you have made effect game. Hopefully the solution to a particular problem I am experiencing will be revealed w/ your test map

Thnx again.
Report, edit, etc...Posted by bajadulce on 2005-03-24 at 17:19:07
Ok I observed how the different locations affected the Ai's. This was very interesting and I thankyou again for your time and map. However the particular problem I am having with Ai's also appears in this test map. Which leaves me to believe it is not a "location" problem.

To be sure, maybe I can ask you 2 small questions since you are an experienced map maker:

1. In your test map would you say that player 1 Terran and player 2 Protoss are set up correctly (meaning their location layer and triggers)?

2. Are player 1 and player 2 behaving properly?
Report, edit, etc...Posted by chuiu on 2005-03-24 at 21:14:15
Yes and Yes.
Report, edit, etc...Posted by bajadulce on 2005-03-27 at 19:47:38
Ok I will try to keep this as "concise" as I possibly can.

My problem?
Basically Ai scripts don’t seem to behave properly when running in UMS form. While the problems are in most cases minor, other times they are very dramatic.

People seem hasty to blame the location placement/trigger’s as surely it is the “map’s” fault. By having you, an advanced mapper, confirm that there is nothing wrong with map’s construction, I can now rule this out.

Details involved in this specific example:
At first glance nothing appears to be wrong. Probes and scv’s are being built, along with all the other buildings just as they normally do. The units are training correctly and in the right order too. However, the most critical part of the script, the “attack,” is totally screwed from my perspective.

In this example, the first Protoss attack of 12 zealots is a total mess. The zealots wander back and forth somewhat confused and slowly make their way towards the enemy camp wasting valuable time in the process. These same 12 zealots move and “stage” effortlessly in melee form. Terran’s first attack is also a complete disaster. The 3 medics are way out in front waiting for marines/firebats that behave in the same confused way their counterpart zealots did. In melee form this same M&M force “stages” in a nice cohesive force and then moves forward as a complete unit without any hitch. Surely ppl have noticed the 3 medics that wonder all by themselves into your photon cannons whenever you play "terran custom expansion" on a UMS?

Here are 2 replays so you can quickly see these details without having to “play”out a game.

[attachmentid=6957]
[attachmentid=6958]

What’s the big deal? Well these small glitches aren’t really that important in themselves, but put together the errors are compounded. Worse yet, the custom Ai’s that I want to use in a UMS behave 20x worse. The build/train orders are fine, just the attacks are complete disasters and in some instances armies are totally paralyized bouncing back and forth inside their camp (very wierd to see).

View this same UMS replay with this file and you will see my BIG nasty problem at the 8:00 min mark.
[attachmentid=6959]

So that’s where I am. I realize 99.9% of the ppl will breeze right over this and probably think I’m nuts w00t.gif

But Possibly there is that one person in a thousand that might have an answer to this or can direct me elsewhere. That is why I post this. I don’t know where else to turn/look for an answer. I will not post another topic about this. I will move on and try to forget about it as I have exhausted my efforts in trying to figure this out on my own.
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