Staredit Network

Staredit Network -> UMS Assistance -> Make a computer attack players
Report, edit, etc...Posted by DJ_Dan on 2004-09-18 at 02:05:10
The thing is "simple".
I have a terran unit on a part of the map. There's a Zerg building about 30 square grids away from the unit. There's a big location that covers both the unit and the zerg building.
There's a trigger that makes a zergling for player 8 (computer) on a corner of the map, and orders it move from there to a nearby location(L2), then move it to its first location, and then order to move again to L2 ......

Trigger 2:
Trigger
Players:
¤ Player 7 (computer)
Conditions:
¤ Player 1 brings at least 1 men to Location1
¤ Player 7 brings exactly 1 building to LocationBuilding
Actions:
¤ Create 4 Broodlings for player 7 at location(by zerg building)
¤ Wait for 3000 miliseconds
¤ Preserve trigger


Trigger 3:
Trigger
Players:
¤ Player 7 (computer)
Conditions:
¤ Player 8 brings exactly 1 zergling to L2
Actions:
¤ Send all units on random suicide missions


In a one player game, they work nicely, the zergs always attack the units... it's all right. I even beat the game in 1 player.

But the problem is that when i play in Bnet the map, at first it attacks the units normally, but after a while, the zerg units don't go and attack the terran unit... I have no idea why that happens or how to fix it. huh.gif

Another problems is, when i try the map in 1 player, the briefing is normal they do everything they have to do. But in multiplayer, the briefing doesn't last more than 2 seconds... confused.gif huh.gif
Report, edit, etc...Posted by Evils-èyez on 2004-09-18 at 02:22:12
set player to enemy
Report, edit, etc...Posted by KrazyKrl on 2004-09-18 at 12:15:05
First, the way that you can get the zergling to constantly attack the players, is to constantly set them to enemy. The reason I think the zergling stopped attacking the human players, was that you have another trigger, for a human player, that allys the computer players.

And on the breifing, read through the briefing and time yourself(in seconds) multiply that by 1000(to get the millisecond time) and put that number as a wait at the end of your briefing.

(Make sure not to make the wait 999999(as per the random map making tip) because if someone doesn't press start, the map does not start for the other players.)
Report, edit, etc...Posted by DJ_Dan on 2004-09-18 at 12:18:24
The players are always set to be enemies. In single player game, it works perfect, but on multiplayer doesn't.
Report, edit, etc...Posted by KrazyKrl on 2004-09-18 at 12:37:41
Try making the 'Send all units on random suicide missions' trigger owned by player 8, because in multiplayer, the trigger may act diffrent and tell player 7(because P7 owns the triger) to Send all units on random suicide missions.
Also, make the bring trigger use atleas, instead of exactly.
Like this:
Trigger
Players:
¤ Player 8
Conditions:
¤ Player 8 brings at least 1 zergling to L2
Actions:
¤ Send all units on random suicide missions
Report, edit, etc...Posted by DJ_Dan on 2004-09-18 at 12:54:20
If i make the player 8 own the trigger for random suicide missions, it will send all player 8 units to random suicide missions, and player 7 units will do nothing. About making it to be "at least", it doesn't matter because is just one zergling that is going back and forth.
Report, edit, etc...Posted by Vindexus on 2004-09-18 at 13:44:06
I had troubles with that AI scrip myself. Make sure you don't have any units owned by enemies of P7 somewhere on the map that aren't invincible. I had my upgrade buildings at the bottom and the comps units would just mill about by the water neareast that spot.
Report, edit, etc...Posted by DJ_Dan on 2004-09-18 at 15:29:31
That helps... Thanks.

Any other sollutions?
Report, edit, etc...Posted by chestday on 2004-09-19 at 20:10:39
That pretty much sums it up for you
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