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basic campaign help
Posted: Mon Feb 18, 2008 7:59 pm
by mccar7hy
I'm not new to SC but I am new to campaign editing, so to help myself I read the tutorial. I'm making a 2v3 'space war' campaign in which 3 humans simply try to eliminate the 2 (upgraded) protoss. All I wanted to do was create a decent AI, nothing special. To test, I tried copying script from the 'ensalvers' mission 1 campaign, specifically the orange zerg. There were only 3 triggers and one location for that player @ ZergTown1. I copied the triggers and location verbatim, but in contrast my AI will mine for a few seconds, then all the miners will go off to the corner of the space platform and move in an infinite circle. I've given it 5000 mins and practically all the structures to start, but it will build nothing. Has anyone had this issue before, and if so, any idea how to help? I'd really appreciate it
To clarify, I'll list the the specific triggers used for one of the comps:
conditions:
Elapsed scenario time is at least 0 game seconds
actions:
Modify resources for Player 3: Set to 5000 ore and gas
Execute AI script 'Expansion Protoss Campaign Difficult' at ProtossTown1
conditions:
Player 3 accumulates at most 500 ore
actions:
Modify resources for Player 3: Add 5000 ore
Preserve trigger
conditions:
Player 3 accumulates at most 500 gas
actions:
Modify resources for Player 3: Add 5000 gas
Preserve trigger
Re: basic campaign help
Posted: Tue Feb 19, 2008 4:29 am
by Kaoru
Now, I'm not an expert in this field (That being, the scripting of AI), but I'm pretty sure I've heard the answer to this, before.
You see, the scripted campaign AI is weird. I'm not just talking 'K.I.S.S.' weird, I'm talking 'Lives-in-a-house-by-itself-and-collects-cats-and-stamps...-and-mold' weird. It was made to work on the campaign maps, and only on the campaign maps. So odd, and sometimes bad, things happen when it's transplanted into other maps.
There are plenty of other AI options you could use, however, as long as you're using a progressive editor like Starforge or SCMDraft 2. Just browse through them until you find one you like - and steer clear of campaign-type AI. It will eat your children. I'm not even kidding.
~Kaoru
EDIT: Sorry for the confusion. Listen to the Flibble, for it is wise - disregard what I said about campaign scripts!
Re: basic campaign help
Posted: Tue Feb 19, 2008 5:07 am
by MrFlibble
This is really strange. The triggers look normal. Is the "Protoss Town 1" location centered around the AI's nexus building? Are you sure there are no other triggers/scripts that could possibly interrupt the campaign script section?
And Kaoru, specific scripts that are used in singleplayer campaign missions are not that weird. They just use specific unit teams to build, while the regular "Campaign AI" scripts available from Staredit make use of the entire tech-tree.
Re: basic campaign help
Posted: Wed Feb 20, 2008 12:18 pm
by mccar7hy
firsty, yeah the ProtossTown1 location was centered on the nexus. Anyway, I tried the 'insane' campaign AI and the problem stopped, but it still didnt seem like the AI was leading an effective air strategy, which is what the map is about. Does anyone have any recommendations for AI that kicks ass with air strategy? thanks for all your help
Re: basic campaign help
Posted: Thu Feb 21, 2008 5:33 am
by MrFlibble
I don't know for sure, but maybe limiting its ground unit production abilities (by editing the tech tree) would help?
Another option is to get an AI editor and write your own script. I think I tried doing this a couple of years ago, but didn't have the persistence to finish a good script.
Re: basic campaign help
Posted: Thu Feb 21, 2008 12:14 pm
by mccar7hy
well what I did was download various AI packs but I have no idea how to implement/load them. they come as exe's but I dont know how to use them in the editor
Re: basic campaign help
Posted: Thu Feb 21, 2008 12:28 pm
by Revan
If you want custom Ai script then a mod exe file will be required. Sc map editors can't be used for Ai editing. Those exes can be opened with Winmpq btw.