Well it appears that the computer spends the resources very quickly
Making it hard to check
I also dont see where your trigger gets run or called in your map
I mentioned a periodic effect but your trigger has none
It appears your trigger works fine but i could only get it to register correctly with a periodic timer of 0.5
Well it appears that the computer spends the resources very quickly
Making it hard to check
I also dont see where your trigger gets run or called in your map
I mentioned a periodic effect but your trigger has none
It appears your trigger works fine but i could only get it to register correctly with a periodic timer of 0.5
So, i have to fire the trigger from the "Melee Initializatio" Trigger,
but my trigger in ENABLE [check] and INITIALLY ON [check]
therefore the trigger it's supposed to autorun.
Does it perhaps should be necessary to disable the computer (AI) from Auto-Building structures.
(But that it will bring a lot more work, having to do a much more elaborate trigger, so that the base of PLAYER 2 is built and managed)
But from "Melee Initializatio" Trigger, there are 4 actions (for auto-build,resources,and units actions), i have try to disable one by one, and nothing really helped.
Is there another way of doing this, another method perhaps... ???
The assimilator must be built over a vespene geyser. the objective of the order musn't be a point, but a unit (the geyser).
Your trigger reads true the first condition, but the ability throws an error because the point is already ocuppied by a geyser.
Edit: btw, I think that the action that you've chosen doesn't make what you want it to do... I would use "AI build", "Issue order", or "suggest order" instead
Edit2: Now that I see the map, you don't have an event in that trigger, and it's not called by another one, then it doesn't fire. You have to give to the trigger a event to make it run.
Edit2: Now that I see the map, you don't have an event in that trigger, and it's not called by another one. Then it doesn't fire. You have to give to the trigger a event to make it happen.
I guess it wont make any difference, i have put in my TRIGGER => EVENT => Game - Map initialization
And besides that, i have a fire condition;
If (Player 2 has at least 100 and at least 0) == True
But that wont confirm it's solution of EVENT TRIGGER
So i have copy the full function; Loc02_AI_BuildBase => Actions (ALL of IT)
Pasted in ACTIONs of "Melee Initialization", and erase my TRIGGER "Loc02_AI_BuildBase".
Tested and nothing different from one to another....
I guess it's what you are sayng, the "UNIT - CREATE..." it's not for this purpose
I will try those three, "AI build", "Issue order", or "suggest order"
Huh, quite interesting. So does that bully trigger make them build a unit as a person would? By which I mean, select a worker, and build it if enough resources are available (probably saving up til they have enough).
Huh, quite interesting. So does that bully trigger make them build a unit as a person would? By which I mean, select a worker, and build it if enough resources are available (probably saving up til they have enough).
Yes that Trigger will order the A.I. to Build a structure,
the A.I. will send a worker (prober, scv, drone) to build that structure
any location that we specify.
This is good for Ex;
To build Bunkers, Photon cannon, spine crawlers, any where we want...
and if that building is destroyed, the AI will order a worker to rebuild that structure
(This 2nd action/event i have not tested yet)
BUT... the AI keeps the same pattern to implement its on orders Built.
Hey guys iv just been messing with these triggers but its not working, tho I believe this is because in my map Scv's build my custom structures and for the BUILD buttons to be on the command card an upgrade must be researched.
Iv used a trigger for the AI to buy the upgrade but its still not building anything. Is there anything else I need to do?
Hey guys iv just been messing with these triggers but its not working, tho I believe this is because in my map Scv's build my custom structures and for the BUILD buttons to be on the command card an upgrade must be researched.
Iv used a trigger for the AI to buy the upgrade but its still not building anything. Is there anything else I need to do?
Humm... Custom structures... UpGrades.... i guess this function is only for primary build base
i havent try with custom buildings... yet
But you can give a try in a new clean map... No MOD's
Them see if it works... If it does, them your custom buildings, are not recognized in this trigger.
I'm a little late to the discussion here but to clarify a few things..
Triggers:
A trigger being enabled and on means that it's active. It still needs an event to "trigger" it - thus the name.
If you want something to run once at the start of the game, use the Map Initialization event.
If you want something to happen after a certain amount of time, use the Time Elapsed event.
If you want something to happen periodically, you need to create a variable of type Timer and, in a separate trigger, use the Start Timer as Repeating timer action (this trigger will need its own event in order to run, of course). Then in another trigger, you can use the Timer Expired event.
Of course, this is not what you want for your purposes, as you've discovered. Using the AI commands is the way to go for this.
Enabled/Disabled Triggers:
A trigger that's disabled won't even be part of the game - this is to let you remove triggers from the game without removing them from your source, in case you need to reference them or re-enable them later. Test triggers are a good use-case here as you can have them enabled while testing the map in order to give you special commands or privileges, then disable them before publishing the map.
On/Off Triggers:
A trigger that's marked as off is active in the code but will not trigger when its event occurs. Triggers can be turned on and off during the game. If you wanted to award player 1 with 50 minerals every 5 seconds for the first 5 minutes of the game, you could setup one trigger to award the minerals every 5 seconds then set another trigger that says to turn off the first trigger after 5 minutes.
Create Unit Action:
Also, to clarify, the Create Unit action does not order one unit to create another. The game will literally create the unit. It doesn't cost resources that way either. So had your trigger had a periodic event or some such thing to trigger it, the game would've created those units at those points (or near to them if they collided).
<> - Melee Initialization => (ALL Normal Here nothing was changed)
<> - AI-PROT_BuildBase_Loc02
Events
Player - Player 2 Minerals changes
Local Variables
Conditions
(Controller of player 2) == Computer
And
Conditions
(Race of player 2) == Protoss
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Player 2 has at least 100 and at least 0) == True
Then
AI - Adds a new bully of type Pylon at location Point 007 for player 2 with rebuild count -1.
Else
Well i have been busy with this my idea trying to order the AI to build structures in certain locations.
And I've been testing this trigger that i made in several versions of the game
.... and ....
It seems that from version 2.0.9 it stops to work...
In versions prior to 2.0.9 works perfectly, but at the following versions 2.0.9 is not working
So if someone is trying to use this TRIGGER, be attention to which version you are using.
I will try find another way for this to work,
if anyone has another better metod i will appreciated that big help.
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With the help of @Mille25 AND @ Mugen245, blessed by their knowledge :)
I have advanced a lot im my map...
But... Has any normal NOOOBBB, allways get stuck...
What i want is the computer to build in certain locations/points/regions
What a have done so far is this... in TRIGGER
But it does not execute this actions;
Unit - Create 1 Assimilator for player 2 at Point 001 using default facing (No Options)
Unit - Create 1 Pylon for player 2 at Point 003 using default facing (Under Construction, Ignore Placement)
NOTES: ALL Melee Initialization; are ACTIVE
and my TRIGGER is not at the same place as Melee Initialization i have create a new one
Can someone help me in this.
Or another way of doing it.
Thanks
What is it comparing?
I think you issue is this line
(Player 2 has at least 100 and at least 0)
Im guessing you Trigger is looping? or has a periodic event?
Are you trying to build it when your supply gets to a specific limit?
Yes...
It's a Melee Map, so the resources start with 50 for all players, therefore they have to collect...
and when that player gets some resources then a trigger is fired.
(Player 2 has at least 100 MINERALS and at least 0 GAS)
Here is the MAP AI_Build-Trigger 001b.SC2Map
Well it appears that the computer spends the resources very quickly
Making it hard to check
I also dont see where your trigger gets run or called in your map
I mentioned a periodic effect but your trigger has none
It appears your trigger works fine but i could only get it to register correctly with a periodic timer of 0.5
So, i have to fire the trigger from the "Melee Initializatio" Trigger,
but my trigger in ENABLE [check] and INITIALLY ON [check] therefore the trigger it's supposed to autorun.
Does it perhaps should be necessary to disable the computer (AI) from Auto-Building structures.
(But that it will bring a lot more work, having to do a much more elaborate trigger, so that the base of PLAYER 2 is built and managed) But from "Melee Initializatio" Trigger, there are 4 actions (for auto-build,resources,and units actions), i have try to disable one by one, and nothing really helped.
Is there another way of doing this, another method perhaps... ???
@zaysite: Go
DAMN... I committed a fault in the trigger "Melee Initialization"...
Player - Modify player 2 Minerals Collected: Set To 1000
Player - Modify player 2 Vespene Collected: Set To 500
and should be;
Player - Modify player 2 Minerals: Set To 1000
Player - Modify player 2 Minerals: Set To 500
Here is a New MAP, with that lines Fixed; AI_Build-Trigger 001c.SC2Map
But still, does not solve anything... The AI keep build it's on way, not has my trigger should.
The assimilator must be built over a vespene geyser. the objective of the order musn't be a point, but a unit (the geyser).
Your trigger reads true the first condition, but the ability throws an error because the point is already ocuppied by a geyser.
Edit: btw, I think that the action that you've chosen doesn't make what you want it to do... I would use "AI build", "Issue order", or "suggest order" instead
Edit2: Now that I see the map, you don't have an event in that trigger, and it's not called by another one, then it doesn't fire. You have to give to the trigger a event to make it run.
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@Cacho56: Go
Yeap, confirmed... Even i remove all points and regions, it simply ignore that order.
Yes,... I have a eye on that "AI BUILD" , but it wont let me Build on Specific Location, Region or Point, or even cordinates... ???!
But,... "Issue order", or "suggest order" i will try that ones.
I guess it wont make any difference, i have put in my TRIGGER => EVENT => Game - Map initialization
And besides that, i have a fire condition;
If (Player 2 has at least 100 and at least 0) == True
But that wont confirm it's solution of EVENT TRIGGER
So i have copy the full function; Loc02_AI_BuildBase => Actions (ALL of IT)
Pasted in ACTIONs of "Melee Initialization", and erase my TRIGGER "Loc02_AI_BuildBase".
Tested and nothing different from one to another....
I guess it's what you are sayng, the "UNIT - CREATE..." it's not for this purpose
I will try those three, "AI build", "Issue order", or "suggest order"
Cacho56 ... THANKs a LOOOTTTT
:O i will back here, to report my results
I've figured out...
How to order the AI unit (builder) to build a structure in a particular location, region or point
Hehehehe, .....
After a long and relentless persistence... I knew that it must be possible to be done.
(If the computer does it, why not can be done in a custom map).
So if anyone want to order the A.I. to do that, just use the function ADD NEW BULLY
Ex;
TRIGGER -=> ACTION -=> ADD NEW ACTION (search BULLY)
Then
AI - Adds a new bully of type Pylon at location Point 003 for player 2 with rebuild count -1.
BUT... This function, will tell the A.I. to rebuild that structure or unit, in case is destroyed.
I hope this will help someone else...
Anyway... Thanks to all who reply to my post. And pushed me to be able to figure this out.
NooOooB
@StarNooBCraft: Go
Huh, quite interesting. So does that bully trigger make them build a unit as a person would? By which I mean, select a worker, and build it if enough resources are available (probably saving up til they have enough).
Yes that Trigger will order the A.I. to Build a structure, the A.I. will send a worker (prober, scv, drone) to build that structure any location that we specify.
This is good for Ex;
To build Bunkers, Photon cannon, spine crawlers, any where we want... and if that building is destroyed, the AI will order a worker to rebuild that structure (This 2nd action/event i have not tested yet)
BUT... the AI keeps the same pattern to implement its on orders Built.
Hey guys iv just been messing with these triggers but its not working, tho I believe this is because in my map Scv's build my custom structures and for the BUILD buttons to be on the command card an upgrade must be researched.
Iv used a trigger for the AI to buy the upgrade but its still not building anything. Is there anything else I need to do?
Humm... Custom structures... UpGrades.... i guess this function is only for primary build base i havent try with custom buildings... yet
But you can give a try in a new clean map... No MOD's
Them see if it works... If it does, them your custom buildings, are not recognized in this trigger.
Guess for now it's all i can do for you, for now.
Did you use the action to initialize the AI? Start melee/campaign AI.
Yes...
I'm a little late to the discussion here but to clarify a few things..
Triggers: A trigger being enabled and on means that it's active. It still needs an event to "trigger" it - thus the name. If you want something to run once at the start of the game, use the Map Initialization event. If you want something to happen after a certain amount of time, use the Time Elapsed event. If you want something to happen periodically, you need to create a variable of type Timer and, in a separate trigger, use the Start Timer as Repeating timer action (this trigger will need its own event in order to run, of course). Then in another trigger, you can use the Timer Expired event.
Of course, this is not what you want for your purposes, as you've discovered. Using the AI commands is the way to go for this.
Enabled/Disabled Triggers: A trigger that's disabled won't even be part of the game - this is to let you remove triggers from the game without removing them from your source, in case you need to reference them or re-enable them later. Test triggers are a good use-case here as you can have them enabled while testing the map in order to give you special commands or privileges, then disable them before publishing the map.
On/Off Triggers: A trigger that's marked as off is active in the code but will not trigger when its event occurs. Triggers can be turned on and off during the game. If you wanted to award player 1 with 50 minerals every 5 seconds for the first 5 minutes of the game, you could setup one trigger to award the minerals every 5 seconds then set another trigger that says to turn off the first trigger after 5 minutes.
Create Unit Action: Also, to clarify, the Create Unit action does not order one unit to create another. The game will literally create the unit. It doesn't cost resources that way either. So had your trigger had a periodic event or some such thing to trigger it, the game would've created those units at those points (or near to them if they collided).
Well i have been busy with this my idea trying to order the AI to build structures in certain locations.
And I've been testing this trigger that i made in several versions of the game
.... and ....
It seems that from version 2.0.9 it stops to work...
In versions prior to 2.0.9 works perfectly, but at the following versions 2.0.9 is not working
So if someone is trying to use this TRIGGER, be attention to which version you are using.
I will try find another way for this to work,
if anyone has another better metod i will appreciated that big help.