How do I make a trigger that gives AI Commands to make an expansion base to a certain location like you can in a regular melee game using the "Alt + C" and "Alt + E" AI Command keys?
I'm working on something like this for my mod but I'm not close to implementing it yet. Still working on getting a solid AI framework set up first, but I think I have the solution to do this without messing with the galaxy script or anything hardcore. My idea is to just use the same method that the GlobalCaster and SOAGlobalCaster topbar calldowns do. At initialization, you spawn a hidden caster unit at the corner of a map or at some point outside Playable Map Region. The unit has abilities that will be shown in the command card when selected using simple UI button placed somewhere on the screen like how the AI Comm. works.
The abilities on the unit will trigger an event calling whatever actions are necessary. Targeting will be pretty much accomplished the same way most of the calldowns are.
The allied player will have a set of unit groups and variables set up for it when initialized at start or when first triggered and then you just work out the logic for which units to use, etc. At that point it is just a matter of issuing AI order/suggesting AI order and then disabling script control if you force it.
Theoretically, you can do much more than what currently exists with the AI Comm. My plan is be able to "request" allied calldowns, suggest buildings, setup "forward bases" that are not real towns, and create a sort of gameplay where you manage one or more allies strategically and economically in order to win the game.
I'm thinking this might be better than messing around with the original or trying to reverse engineer it, because with this, you can use the Campaign AI and not be limited to Melee AI.
How do I make a trigger that gives AI Commands to make an expansion base to a certain location like you can in a regular melee game using the "Alt + C" and "Alt + E" AI Command keys?
I'm working on something like this for my mod but I'm not close to implementing it yet. Still working on getting a solid AI framework set up first, but I think I have the solution to do this without messing with the galaxy script or anything hardcore. My idea is to just use the same method that the GlobalCaster and SOAGlobalCaster topbar calldowns do. At initialization, you spawn a hidden caster unit at the corner of a map or at some point outside Playable Map Region. The unit has abilities that will be shown in the command card when selected using simple UI button placed somewhere on the screen like how the AI Comm. works.
The abilities on the unit will trigger an event calling whatever actions are necessary. Targeting will be pretty much accomplished the same way most of the calldowns are.
The allied player will have a set of unit groups and variables set up for it when initialized at start or when first triggered and then you just work out the logic for which units to use, etc. At that point it is just a matter of issuing AI order/suggesting AI order and then disabling script control if you force it.
Theoretically, you can do much more than what currently exists with the AI Comm. My plan is be able to "request" allied calldowns, suggest buildings, setup "forward bases" that are not real towns, and create a sort of gameplay where you manage one or more allies strategically and economically in order to win the game.
I'm thinking this might be better than messing around with the original or trying to reverse engineer it, because with this, you can use the Campaign AI and not be limited to Melee AI.
why doesnt blizzard give adequate documentation on the scenario editor?!?! so ridiculous that there's no documentation anywhere on the ai triggers.