AI Trigger help

Discussion in 'Maps and Replays' started by Dragon God, May 30, 2009.

AI Trigger help

Discussion in 'Maps and Replays' started by Dragon God, May 30, 2009.

  1. Dragon God

    Dragon God New Member

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    Ok,
    I already made a top vs bottom map and i want to have the AI set to difficult (of which i set it to difficult)
    but after the peons mine their first batch, 3 of them (for each race) stop at the Hatchery/Nexus/Command Center.
    Why does this happen?:confused:
    i preserved the trigger and set it to custom, AI expansion etc.

    Help please!!
     
    Last edited: May 30, 2009
  2. Arvendragon

    Arvendragon Member

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    um...
    1 - Make sure that the AI corresponds with the race.
    2 - ...
     
  3. Dragon God

    Dragon God New Member

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    I did that, 3 peons per race stop mining after they get their first mineral gather.
     
  4. Arvendragon

    Arvendragon Member

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    posting map would be nice.
     
  5. Dragon God

    Dragon God New Member

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    Its just a different form of BGH with everyone on their own island where you dont have any air except for detectors, shuttles and infantry.

    EDIT: i found out how to keep the miners mining by removing the preserve trigger but they won't do anything :(
     
    Last edited: May 30, 2009
  6. Mong0!

    Mong0! Guest

    I always have that problem, and I couldn't solve it, thats why I stopped making maps xD
     
  7. Dragon God

    Dragon God New Member

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    I wonder if someone could get us like the trigger list that top vs bottom or FFA comps use :(
     
  8. JakeKessler

    JakeKessler New Member

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    It's hard to give you specific help without looking at the map myself, but here are a few tips I've learned for using AIs:

    1 - Don't use "Preserve Trigger"; once you tell a computer player to run an AI script, it'll keep following it until you tell it to run another one. Using "Preserve Trigger" will make your trigger fire again every 2 seconds as long as the conditions are met; so every 2 seconds of the game, the computer will stop what it's doing and start the script over. It makes the computer confused, and doesn't really accomplish anything.

    2 - When you're setting up the trigger, it'll ask you for a location to run the script at. This is very important, as it tells the computer where to look for its base and what it needs to follow the script. I usually use a small location that includes the Command Center, starting SCVs, minerals and geyser that I want the computer to use as its main. Using a location that is too large, or that doesn't include these elements, can result in the computer not knowing what to do.

    3 - Like someone already said, double-check to make sure you're using a script that's appropriate for the race of the computer. This sounds basic, I guess, but if you use a script for the wrong race the computer won't do much except maybe mine a little.

    (NOTE: If you're using a GIVE UNITS trigger to set up a computer that has access to units from more than one race, telling it to use an AI script for any of the races it controls should work. Trying to run multiple AI scripts for multiple races for the same computer at once tend not to work very well, though--it's hard to make a custom map that works like the BroodWar missions where you're fighting combined UED/Zerg.)

    4 - Finally, if you're using a campaign AI script (anything that lists a difficulty level), you want to start the computer off in an established base with a large number of standing units, just like you'd see in a campaign map. This is because the campaign AI scripts assume the computer already has access to some units. If you're starting the computer with nothing but a Command Center and some SCVs, like on a melee map, you probably want to just use a melee AI script instead. With a melee AI script, the computer will build a base from scratch, try to capture expansions, and generally act like a computer player in a melee map.

    Hope this helps!