In order to build a better AI, I would like to have control over some behaviors that are pretty annoying to watch.
For example, the scouting AI. When the AI sends out an early scout (a worker) it will attempt to scout the enemies base, but it will flee when something looks at it funny. But we all know that zerglings or zealots are useless for chasing away those early scouts. I would like to teach my AI not to flee when there is only one or two zealots at the enemy base because the chance of a successful scout is still pretty high.
However, when I check the AI scripts, all I can find regarding the scouting is:
AISetFlag(player, e_flagsScouting, enableScouting);
Anyone knows where I can find the logic that tells the AI how to scout?
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In order to build a better AI, I would like to have control over some behaviors that are pretty annoying to watch.
For example, the scouting AI. When the AI sends out an early scout (a worker) it will attempt to scout the enemies base, but it will flee when something looks at it funny. But we all know that zerglings or zealots are useless for chasing away those early scouts. I would like to teach my AI not to flee when there is only one or two zealots at the enemy base because the chance of a successful scout is still pretty high.
However, when I check the AI scripts, all I can find regarding the scouting is: AISetFlag(player, e_flagsScouting, enableScouting);
Anyone knows where I can find the logic that tells the AI how to scout?