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...
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.
<> - 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.
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.
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.
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"
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... ???
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
0
@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.
0
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.
0
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.
0
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.
0
Yes...
0
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.
0
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.
0
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
0
@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
0
@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.
0
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... ???
0
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
0
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
0
@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.
0
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.