I'm wondering if there is any way to disable AI Scripts using the new SCMDraft 2 or X-Tra Editor 2.6.
This is for my upcoming Rp with a new AI Script Function
Do you mean not run any AI scripts at all?
AI scripts are run in triggers when you prompt them to.. If you don't initiate a script, then none will run.
I mean after they are initialized, disabling them
I believe using the "stop" order action would work.
Never heard of it lol
I'll check though
I made a few AI scripts and no. That won't work Captain Crunch, it will only stop the units. The AI script is a big process running a bunch of "If" and "Then" lines. "If commands less than 7 scvs; If commands less than 1 supply depot; Then send SCV 1 to build Supply Depot 1" for example (not exact example but an example nonetheless).
And no, I don't think you can stop it once it has started, unless it is a once-run script. (Such as "Send all units on random suicide missions") then yes, once you interrupt the unit movement, the comp won't do it again unless you run the script again.
I believe Night is correct. The small AI scripts such as enter closest bunker and send all units on suicide missions will only run the one time you tell them to run. However any of the complex ones, the ones that mine and build and decide when to attack on their own, I don't think they can be turned off.
However, you can run more than one complex AI script at once.
Anyone mind telling me where I find the trigger for the stop command?
I was wondering the same thing...
QUOTE(Wilhelm @ Dec 31 2006, 11:17 PM)
Anyone mind telling me where I find the trigger for the stop command?
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The only 'stop' action i can think of is move location on unit and the order that unit to move in to that location..
hmm or you can (using hypertriggers) teleport the unit to an implaceable area.
Also, couldn't you run a shorter AI script so that it overrides the complex AI script? Such as ordering all units to go inside bunkers when they don't have any bunkers? Or would that not work?
Here's a test map I just made in 2 minutes. Apparently, giving the units to another player and then giving them back will "disable" their AI.
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I never tried with re-enabling the AI, but it worked for all intended purposes.
I can't do that because there may be about 100 units owned by P8 so when those units are given to another player it will drop most of the players.
QUOTE(deathman101 @ Jan 1 2007, 05:08 AM)
I can't do that because there may be about 100 units owned by P8 so when those units are given to another player it will drop most of the players.
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Drop most of the players... ?
W/e I'm not sure what that means... Maybe, could you give the units to another computer player? Or would that no work?
I think he means it will lag too much, trust me it won't lag that much, I made a map that at one point all your units but one were teleported to a waiting spot and given to another player and by the time that happened I had well over 200 units
QUOTE
Also, couldn't you run a shorter AI script so that it overrides the complex AI script? Such as ordering all units to go inside bunkers when they don't have any bunkers? Or would that not work?
It would be unlikely to work. For one thing, only terran infantry and SCVs can go inside bunkers. But even if you used enter closest transport, that wouldn't prevent buildings and air units from going on doing whatever they're doing. Besides, if there are no bunkers or transports to enter I don't think the units do anything.
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Here's a test map I just made in 2 minutes. Apparently, giving the units to another player and then giving them back will "disable" their AI.
Hmm...now
that's interesting.
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I can't do that because there may be about 100 units owned by P8 so when those units are given to another player it will drop most of the players.
It shouldn't. So long as no new units are being created, it shouldn't cause very much lag at all. Of course I don't know how good of a connection you have. :\
Give all units owned by the Computer player to another player and give those units back to the Computer. Maybe you need to wait a few seconds in between but I've used it successfully to stop AI scripts that are designed to last the length of the game.
I have one other question...will units being spawned after the "stopping" is completed use the AI Script?
I do not believe so. IIRC all the complex AI scripts have conditions that equate to "While player has units: run script". Therefore, when the computer loses all its units, the AI script stops running to save CPU time or something.
I see. Interesting. Do you know if there are any units the computer can be left with and still stop the AI script? Something like flags or beacons or gun turret doodads?