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Staredit Network -> Modding Assistance -> Advanced modding help needed!
Report, edit, etc...Posted by bajadulce on 2006-12-28 at 16:08:42
I'm working on an Ai for a TC, but things have been derailed a bit due to a unsolvable problem; It appears Starcraft, or at least our current mempatchers don't seem to want computer controlled units to use non-default technology?

Following example; lets say you change the sci-vessel's default technology irradiate to lockdown by modifying all the necessary button/command/unit/research etc. This type of memory modification has been done a million times and is a relatively simple alteration. And in fact your (human play) sci-vessel can use this non-default technology without any problems. However the same sci-vessel computer counterpart will NEVER use this non-default technology? I found this the case with ALL non-default technologies I've looked at. Does anyone have a mod/replay where the comp actually uses one? Has this ever came up before? Or am I just missing something real obvious?

examples of non-default tech:
sci_vessel that uses lockdown,
medic that uses spawn_broodlings,
marine that uses yamato_gun,
ghost that uses maelstorm.... etc, etc, etc.

I've included a zip file that contains a small memgraft113e lockdown test-project along with an optional replay/custom ai that beelines to sci-vessels, ghosts, lockdown. Use these files to examine test ONLY if you know what you're doing.
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Report, edit, etc...Posted by Killer_Kow(MM) on 2006-12-28 at 18:17:43
Too lazy to look at the files, but have you instructed your ai to research the technologies?

Apart from that, I'd say its probably impossible for them to use them without changing the ai of an individual unit...
Report, edit, etc...Posted by StealthyDeath on 2006-12-28 at 18:22:01
I don't believe this is possible. It might have to do with how the units are programmed in the game. The AI of any unit is impossible to change too. Personally I don't think I've seen units use something other then what they normally have in the few years I've modded.
Report, edit, etc...Posted by Hercanic on 2006-12-28 at 19:25:05
No, it is not currently possible to alter the Micro AI. AI-controlled units will only use abilities they originally had. I had talked to DiscipleOfAdun about this, and he plans to do a bit of research in the future by backtracking through a unit's ability to see if he can find the Micro AI. If he can find this, it may be possible to modify the Micro AI of all units.
Report, edit, etc...Posted by bajadulce on 2006-12-29 at 11:26:18
Ok thnkyou, I can move forward and find an alternative knowing that this is not solvable. I don't think the owner wants to alter some of his techtree/units to fit some standard tech just for an Ai. pinch.gif

but, maybe I can allow the comp to make "different" units that just look like the same human player counterpart for the particular tech I want comp to use. For instance instead of a sci-vessel unit w/ lockdown I can allow the comp to build a modified sarah kerrigan unit for this necessary spell. The comp should be able to build other units even tho there are no "correct" buttons for the human player? Will experiment w/ this. Thankyou again.
Report, edit, etc...Posted by Kookster on 2006-12-30 at 22:50:25
You can in a way tho!
I turned irridate into a funky explosion attack.
For this to work you only change the weapon that it uses for targeting. But thats all you can do, otherwise it wont work.
Report, edit, etc...Posted by Pyro-Fire on 2006-12-31 at 10:18:08
this sounds like computers makin buildings that cant possibly be made, because the buttons arent there.

anyway i think this kind of thing is something we havent discovered yet. perhaps a per-unit AI script?
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