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Staredit Network -> UMS Assistance -> Trigger Assistance..
Report, edit, etc...Posted by KiTTyGCX on 2005-12-06 at 16:32:32
Hiya, I am currently in need of trigger help.. I have the map all made up the units the buildings etc.. I just need help with the triggers.

Basically my problem is that the stupid computers wont stop being stupid, I tried running AI Script insane for them and they still are stupid. I want and need them to be smart and challenging. I was hoping someone could help me?
Report, edit, etc...Posted by Joshgt2 on 2005-12-06 at 16:40:04
Well I think that yu can either run a AI script like that at a location or not. Are you using a location or just saying to set the script?
Report, edit, etc...Posted by KiTTyGCX on 2005-12-06 at 16:43:08
Some of hte problems I am currently having are:
- The Zerg will mine, and will try to build in the areas I dont want them to build (Center of the map)
- The protoss builds and mines, but sends some probes off on tangents..
- I want to create a unique heal feature.. that for each Khaydarin Crystal it heals for 25% more hp/energy and 10% more for each young chrysalis - ex .. player has 0 crystals and 0 chrysalis heal for 30%... player has 1 crystal and 0 chrysalis heal for 55%.. etc..

@Joshgt2
I created a location that covered each of the bases and did Run AI script at location
Report, edit, etc...Posted by Joshgt2 on 2005-12-06 at 16:46:45
QUOTE
The Zerg will mine, and will try to build in the areas I dont want them to build (Center of the map)

That's odd. It almost like it seems as if the location of that is set at Anywhere, since that normaly goes to the center of the map... I don't know what to say to something like that.
Report, edit, etc...Posted by KiTTyGCX on 2005-12-06 at 16:53:48
Now I made a small modification and set a few town areas and did expansion insane for both the protoss and zerg race bases.. 50% of the time they will send all drones to mine then after they return the minerals once they stop all the drones and only have 1 drone mine in ALL the bases..

the other 50% of the tiem they all just mine the whoel time and the zerg sends off random drones to random spots to build...
Report, edit, etc...Posted by KaboomHahahein on 2005-12-06 at 17:21:50
I think to get the effectivness of the AI script, you need to make the location just as big as the Command Center, Nexus and Hatchery. So don't expand it too big or set the location to Anywhere.
Report, edit, etc...Posted by KiTTyGCX on 2005-12-06 at 17:52:27
QUOTE(KaboomHahahein @ Dec 6 2005, 04:21 PM)
I think to get the effectivness of the AI script, you need to make the location just as big as the Command Center, Nexus and Hatchery. So don't expand it too big or set the location to Anywhere.
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Check out my map size though.. and my map idea.. any more suggestions are greatly appreciated: http://www.staredit.net/index.php?showtopic=23976
Report, edit, etc...Posted by Raindodger on 2005-12-06 at 18:28:09
One reason the zerg might be building in the center is because from the screenshot the area where they are is too cluttered with buildings already? and did you make sure you did Expansion Zerg Campaign Insane. Also, like kaboom said you may want to change up the location. And for your HP system, i don't think it can be done without using EUD's or else you could end up lowering the hp of the hero. Unless you only plan on having them reach 100% health when fully leveled or whatever.
Report, edit, etc...Posted by Joshgt2 on 2005-12-06 at 18:30:13
WOW... that looks like a map that could be used for a good melee map...

You got some big amounts of area. Might want to make a AI script for each major section in the map.
Report, edit, etc...Posted by fm47 on 2005-12-07 at 04:51:11
For a heal feature based on the amount of crystals and chrysalis, you can do this:

Crystal = 25%
Chrysalis = 10%
Since you can't simply ADD the two together when you get both, but there are ways to get around that.

1) Use death counters. For every Crystal, you can set a player's unit death to whatever percent, then make triggers for each result.
So you can use something like a beacon (since a beacon can't actually die, you don't have to worry about something of yours dying and mess everything up), and for every crystal you find, you could add 25 to the beacon death, when you get a chrysalis, add 10 more to the beacon death count. Then you make the triggers that'll heal the unit at all the possibilities, though I suggest you create one according to the common denominator (in this case 5), so you would set a trigger for each possibility. I suggest you do 1 trigger per 5.

The trigger should look something like this (let's pretend the unit begins with 20% hp):

Cond.
Always.
Act.
Set Player 1's beacon (whichever one you choose) to 20 (since it begins at 20%).

Cond.
When player brings unit(s) to 'Heal Location'
Player suffers exactly 20 beacon deaths
Act.
Modify unit hit point to 20% at location.
preserve triggers.

Then let say you find a chrysalis.

Cond.
Player brings unit(s) to 'chrysalis location'
move chrysalis for (whatever player) to 'Found Chrysalis'
Act.
add 10 beacon death for player.

Then you went and healed

Cond.
When player brings unit(s) to 'Heal Location'
Player suffers exactly 30 beacon deaths
Act.
Modify unit hit point to 30% at location.
preserve triggers.


And then continue on...> I'm really tired or else I'd type it out very nice and clean for you, but I'm sure you unerstand enough to figure out what I'm trying to say, if not, say so, I, if someone else doesnt, will make you a clean version
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