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Staredit Network -> UMS Assistance -> Changing AI Scripts
Report, edit, etc...Posted by ondedlo on 2006-07-02 at 12:13:20
I made a UMS game against the comp where it begins with the custom AI. So the comp player expands and makes new bases, then after 15 mins, I set a triggger to make the AI go to insane - but I only wanted the insane script to last 30 mins, then I wanted it to go back to custom. But it seems once you activate an AI script it continues running - so my question is - there any way to turn an AI script off completely?
Report, edit, etc...Posted by Noober on 2006-07-02 at 13:40:18
Only 1 of those AI scripts can be run at a time, so just have a trigger that, at 45 minutes, run the custom AI script again, which will cancel out the Insane one.
Report, edit, etc...Posted by ondedlo on 2006-07-02 at 19:09:29
I've tried it and it seems the scripts dont cancel each other out but run at the same time.
I looked at the replay and found that the CPU was still getting the 2000 or so Mineral increases each time they ran low - even after the trigger for custom AI had been activitated again.
Report, edit, etc...Posted by Zeratul_101 on 2006-07-02 at 19:26:59
then your second custom AI trigger probably isn't running. put like a defeat trigger in there, if you lose the game before fulfilling the normal losing conditions, then your trigger is firing, otherwise it isn't.
Report, edit, etc...Posted by ondedlo on 2006-07-02 at 21:14:01
Hi please bear with me since am a noob. I did what you suggested and it ended the scenario in defeat for the CPU. This is how I have my triggers set out:

Player 2 (Comp)
Elapsed time is 10 seconds run Insane AI script.

Elapsed time is 450 seconds run Custom AI script.

But the Insane never seems to be cancelled.

Report, edit, etc...Posted by -bilal92- on 2006-07-02 at 23:24:43
try to use switches and waits in between, but im not 100% sure, good luck
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