Upon putting together my map and debugging everything, it seemed like Random Suicide Missions was doing exactly what I wanted it to do: have the computer attack random units of the player, without discrimination based on strength or anything. In testing, I noticed that computer units frequently go for the Hero units that each player selects, often ignoring other units blocking their path or attacking them. This isn't what I want at all, and often makes for very irritating gameplay.
I guess it may be useful to know that each player controls 2-9 units, one of which is a hero unit in both relative strength and in being from the heroes menu, and the rest regular units.
Is this typical for Random Suicide Missions? I tried Strategic Suicide Missions, doing nothing but replacing which AI script was running, and suddenly the AI script wouldn't do anything. Normally the AI wouldn't attack until the players picked units, and as soon as they had a target, they would go for it; with strategic they just sat at their spawns, sometimes coming out if I moved a unit nearby, but they'd return if I ran.
There's a constant supply of enemy units and have been up to 20 player controlled units at any given time. Is there anything inherent in the scripts that does this, or do I just suck?
Here's the trigger that's firing...or misfiring, when it's Strategic:
Trigger |
Players: |
¤ Player 7 (Computer) |
Conditions: |
¤ Current player commands at least 1 men. |
Actions: |
¤ Execute AI Script 'Send All Units on Random Suicide Missions'.
|
¤ Preserve Trigger. |