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    posted a message on NEXUS Rally point??!!!

    @DeltaV: Go

    Thanks... It WORKS.... Really thanks a lot man.

    But it was messy to find out some of the function...

    EX.
    "Nexus units in MyRegion01" (This one almost killed my brain)

    Now i just need to know if it works later by adding another rally point to the same structure.

    Posted in: Triggers
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    posted a message on NEXUS Rally point??!!!
    Quote from DeltaV: Go

    With the trigger "Issue Order" or "Issue AI Order"

    Set the order type to "Order targeting point"
    Set the ability command: "Set rally point" (Nexus - rally)
    Set your target point.
    Set your desired nexus.

    e.g.

    [code=lua]
    Unit - Order Nexus [61.50, 60.50] to ( Set Rally Point targeting Target Point) (Replace Existing Orders)

    The problem is that my map is a (multi-player) melee map.
    There are no structures initially created, only Start-Locations.

    But my TRIGGER is precisely for one Location, assuming that it will be occupied by the Protoss.
    (Later this Location will have 3 TRIGGERs one for each race)

    That function "Issue Order" or "Issue AI Order", are a great start, but they need a unit already created in the map.

    Anyway i will explore further more these two functions...

    Thanks.

    Posted in: Triggers
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    posted a message on NEXUS Rally point??!!!

    I have been searching for some function to change the starting rally point of the structure NEXUS.

    I know there is a function for the Hatchery (SET Hatchery RALLY POINT)
    but i've found nothing for other races as TERRAN and Protoss, for the COMMAND CENTER and the NEXUS.

    Whenever i make a TRIGGER for the AI to build a probe, that probe it will go automatically to collect minerals.
    Because the NEXUS RALLY POINT is set to Minerals.
    And how to change it to another location, like Region or Points.

    If anyone knows of any method, I'd appreciate a lot.

    Posted in: Triggers
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    posted a message on AI-Player to build structures in certain points or regions
    Quote from StarNooBCraft: Go

    <> - 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.

    Posted in: Triggers
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    posted a message on AI-Player to build structures in certain points or regions
    Quote from MaskedImposter: Go

    Did you use the action to initialize the AI? Start melee/campaign AI.

    Yes...

    <> - 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
    
    Posted in: Triggers
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    posted a message on AI-Player to build structures in certain points or regions
    Quote from dan2172: Go

    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.

    Posted in: Triggers
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    posted a message on AI-Player to build structures in certain points or regions
    Quote from MaskedImposter: 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.

    Posted in: Triggers
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    posted a message on AI-Player to build structures in certain points or regions

    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

    Posted in: Triggers
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    posted a message on AI-Player to build structures in certain points or regions

    @Cacho56: Go

    Quote from Cacho56: Go

    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.

    Yeap, confirmed... Even i remove all points and regions, it simply ignore that order.

    Quote from Cacho56: Go

    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

    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.

    Quote from Cacho56: Go

    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"

    Cacho56 ... THANKs a LOOOTTTT

    :O i will back here, to report my results

    Posted in: Triggers
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    posted a message on AI-Player to build structures in certain points or regions

    @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.

    Posted in: Triggers
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    posted a message on AI-Player to build structures in certain points or regions
    Quote from zaysite: Go

    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... ???

    Posted in: Triggers
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    posted a message on AI-Player to build structures in certain points or regions
    Quote from zaysite: Go

    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

    Posted in: Triggers
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    posted a message on AI-Player to build structures in certain points or regions

    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

        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Controller of player 2) == Computer
                    And
                        Conditions
                            (Race of player 2) == Protoss
                Then
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Player 2 has at least 100 and at least 0) == True
                        Then
                            Unit - Create 1 Assimilator for player 2 at Point 001 using default facing (No Options)
                        Else
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Player 2 has at least 100 and at least 0) == True
                        Then
                            Unit - Create 1 Pylon for player 2 at Point 003 using default facing (Under Construction, Ignore Placement)
                        Else
                Else
    

    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

    Posted in: Triggers
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    posted a message on Get PlayerRace?

    @Mille25: Go

    before i reply here my difficulty... i had done some search for similiar functions, and really found that "Controller of Player". I tried to use it but did not find much use from it, but after seeing your comment i decided to go there again and explore better that function and it really is the function i needed. Thankx

    And with the great help from @Mugen245: Go

    with is sample map ... And what a blessing that was. Now i'm back on track.

    GRATEFUL to both, indeed ...

    Later i will show the result of your help.

    Posted in: Triggers
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    posted a message on Get PlayerRace?

    This script helped me a lot.

    But ... Based on this script ...

    What function to use for detecting if the player is user or computer?

    My idea is instead of using the function ...

    UI - Display "..." for (...) to Subtitle area

    I want to run another trigger, only for players who are computer, not users.

    Thank to anyone who can help me in this.

    Posted in: Triggers
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