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Staredit Network -> UMS Assistance -> Panic AI
Report, edit, etc...Posted by ToCoolToBeTrue on 2006-05-30 at 12:25:17
Hi.
Im having problems whit creating an AI.
What i want is too make Marines of player 1 (and only marines not all units)who are sprade thru intire map to go wild and move like criters.
I cannot use Junk Yard Dog coz then all the other units go wild too.
Does anybody know how to do this??
Thanks in advance...
Report, edit, etc...Posted by AshaMeD on 2006-05-30 at 12:36:03
Try having 2 Computers and make Marines smile.gif the other player and in starforge make them the same color computer >< Might work?? Dunno
Report, edit, etc...Posted by ToCoolToBeTrue on 2006-05-30 at 12:42:43
Oh forgot to mention i used all the players slots alredy and i need them all :/
Report, edit, etc...Posted by biteme9080 on 2006-05-30 at 12:54:53
QUOTE(ToCoolToBeTrue @ May 30 2006, 10:42 AM)
Oh forgot to mention i used all the players slots alredy and i need them all :/
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cant u just use players 9-255 for the units that dont move?
Report, edit, etc...Posted by Mp)7-7 on 2006-05-30 at 12:59:58
Yes you caoul use 9 10 11 or 12 then you would create too many more problems using way too many units. I think if you use too many high number players like 100 they wont show on the map!
Report, edit, etc...Posted by A_of_s_t on 2006-05-30 at 14:44:33
players 13-255 are hyper players. They dont show up in the map as 7-7 said and they are not effected by triggers. Players 9, 10, 11, 12 are supported players, but are not effected by AI scripts. So, he cant use players 9-12 for his purpose. My suggestion is to constantly tell all marines to patrol to Location 1, and have Location 1 constantly go between about ten burrowed units.
Report, edit, etc...Posted by AshaMeD on 2006-05-30 at 15:00:50
This is why they said use the 1s that don't move to be player 9-12... That would work and set AI for the computer player... and he will own the marines!!!
Report, edit, etc...Posted by A_of_s_t on 2006-05-30 at 15:04:54
Well, he needs to make sure he doesnt use any AI scripts for the other unitsd though...
Report, edit, etc...Posted by Noober on 2006-05-30 at 15:20:17
You could place/create the marines first, run the ai script, then create all other units, so only the marines would be affected.
Report, edit, etc...Posted by ToCoolToBeTrue on 2006-05-30 at 15:37:38
Ok i got the solution.
Il give the "non moving" units from p1 to p12 and the atacking units of p1 to other player.
Thanks for help guys.
Oh and about the AI...
Junk Dog works best right?
Report, edit, etc...Posted by A_of_s_t on 2006-05-30 at 15:40:53
Well, I believe Junk Yard Dog ( I havent fully looked into it ) makes all the units for that player move around absent-mindedly, and when attacked, will attack the unit attacking it.
Report, edit, etc...Posted by dumbducky on 2006-05-30 at 15:51:34
Use some randomizations and lots of locations. Have 4 locations in opposite corners of the map. Have 2 switches randomize. Triggers would look like this:

Trigger
Players:
¤ whoever
Conditions:
¤ always
¤ switch one is cleared
¤ switch two is cleared
Actions:
¤ Give order to all marines to attack to location 1
¤ preserve trigger



And so on with all the different combinations.
Report, edit, etc...Posted by Noober on 2006-05-30 at 15:59:00
You don't need an always condition.
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-05-30 at 16:21:26
Units under the junk yard dog command will not attack unless attacked.
Report, edit, etc...Posted by LegacyWeapon on 2006-05-30 at 18:23:24
Yes they will...
Report, edit, etc...Posted by Mp)7-7 on 2006-05-30 at 19:12:49
You cold place random location all over the map and have a random way of sending the units from one location to another.


Always

Order all units at location 1 to move to location 2
Wait 1000 milliseconds
Order all units at location 1 to move to location 3
Wait 1000 milliseconds
Order all units at location 1 to move to location 4
Preserve Trigger


Always

Order all units at location 2 to move to location 1
Wait 1000 milliseconds
Order all units at location 2 to move to location 3
etc.

You could use this with many locations and many units, fool proof. That way they will almost always head in a different direction, and the units wont follow one path!
Report, edit, etc...Posted by Zeratul_101 on 2006-05-30 at 19:24:52
can someone refresh my memory? if i remember correctly, you could use 9 - 12 in triggers, but can't run any triggers owned by them.

if so, then you could give all p1's units to p9, give all p9's marines to p1, then run junkyard at anywhere and gave p9 troops back to p1
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-05-30 at 19:50:40
QUOTE(LegacyWeapon @ May 30 2006, 06:23 PM)
Yes they will...
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I made a map a while ago and made zealots under a junk yard dog, and I could walk right by them until I shot at them... Maybe I'll test that.
Report, edit, etc...Posted by Kenoli on 2006-05-30 at 22:50:58
Give the all units besided Marines to another player.
Run the Junk Yard Dog script, the Marines will roam around.
Give the other units back, they won't roam around.
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