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    posted a message on Triggers and AI pathing

    Well I tried it and got them to get to Attack 12 but throw any new buildings in their way and they try to go back to their previous point even though they were told to patrol or attack to the next point...

    EDIT: Trying the invulnerable walls to see if that helps.

    EDIT2: adding walls after reaching the region before the target point works. Invulunerable walls causes them to move up regardless of whats in their path and what their path is (usually straight)! YAY @_@ So happy.

    Thank you x100000.

    It may not be pretty or efficient but it works and thats all i care about

    Posted in: Triggers
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    posted a message on Triggers and AI pathing

    Okay thought of something what if X amount of units reaches a point. They die and a new trigger is ran that says spawn at the new point where all your friends died and then attack to the next point(s) then repeat essentially causing those already existed to die and no longer have orders that causes them to be confused.

    I dont know how well this would work though. Imma see if I can do something like this and test its capabilities.

    Posted in: Triggers
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    posted a message on Triggers and AI pathing

    Well Ill work on the layout, but I was hoping not to have a bland layout but if thats all I can do to get the AI working correctly then I guess Ill have to. Now I see why no one's remade any Volcano/Tsunami/Lava run maps from SC1. D:! I got so far on the data just to have the AI hate me...

    I might just scrap it until HotS or LotV(protoss one) to see if they updated the AI, but probably not knowing blizzard.

    Thanks for all the help though, just too bad we couldn't have the AI from SC1 which worked just fine.

    Posted in: Triggers
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    posted a message on Triggers and AI pathing

    I was thinking of something like that for idle units but didn't want to cause the game to crap out cause it had to grab each unit and compute distances.

    SC1 AI was a lot easier and better than SC2s... You think with 10 years of dev time they would have improved things not made them worse D:!

    EDIT: So I can have them ordered to attack from start to finish and they will perfectly do so. But throw in buildings that block their path and its just a giant hiss fit. I feel like it has something to do with their pathing and it being blocked but not really sure.

    EDIT2: Ran it with no buildings. Built some that didnt completely block their paths and they acted normal but if I built a row of structures that blocked their path then they couldnt figure out what to do.

    Posted in: Triggers
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    posted a message on Triggers and AI pathing

    The problem isn't with them going from point to point, that works fine. Throw enemy units, structures (that block their path to the next point) that they have to attack to break after a while something goes wrong and they get to a certain point then just decide to turn around.

    @ TwoDie, it happened on your map as well when buildings were added to slow them down that they had to kill to move on.

    My Map

    It has nothing added to it but the initial spawn a few hundred lings, order them as a group called Zerglings (my names are clever) and tell them to attack point to point killing anything in their path. Oh their damage is 35000 just to speed things up.

    Posted in: Triggers
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    posted a message on Triggers and AI pathing

    I've been working on a map and have even reworked the layout a few times. Even have reworked the regions and points.

    I've tried both periodic events and ordering units in a region to attack to a point then that points in a new region and that region tells them to attack to the next point and so forth. Also I have tried to add the last created units to a group and issuing orders to them and then the next point after existing and so forth without periodic events or using unit enters region.

    However, they wont pass point "Attack 10" on the attached map even if I tell them to attack to point "Attack 11" or further. Then they will run back to their spawn then to point 10 then point 5 and sit there.

    I am trying to accomplish them to attack from point 1 to 2 to 3 and so forth with enemy buildings in their path and not break.

    Layout

    So my question is how to do I make smarter AI that can go from A to B to C... In SC1 it worked with no questions asked and in SC2 its apparently not that simple @_@.

    Thanks for the help

    Posted in: Triggers
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    posted a message on Help with multiple training?

    I literally did everything just fine, but it bugs out... I dont know why ... fresh map, current maps, old maps, whatever it messes up @_@...

    Ill try your map v2 later tonight... I think its my installation of SC2Editor...

    Posted in: Data
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    posted a message on Help with multiple training?

    I tried your map, works fine with the marines.

    I set it so it builds 10 reapers (For the Reaper train; the marine train wasn't changed), 1 mineral each (just cause its easier), 1 sec build time. Fails... Instead it builds 1 Marine and 9 Reapers for the Marine Build Order. For the Reapers it just builds 1.

    I tried changing the name on my file to see if that was it and no.

    My editor version is 1.4.3 (21029) if that has anything to do with it...

    So Im not sure if its just me or what D:!

    Posted in: Data
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    posted a message on Help with multiple training?

    I did exactly what you said in Post #2. I had tried this before reading your post and it did this. I thought I messed something up then searched the forums and came across this and redid everything exactly as your post said. Still bugs out sadly...

    Posted in: Data
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    posted a message on Help with multiple training?

    Sorry about this being a bit late, but Im having a problem where I add multiple units to an ability to be trained (e.g. Marine, Marine, Marine), however, it will reset to just one unit or change to a Marine and some other unit, or add too many other Marines to the list.

    Any ideas how to fix this? Ive tried using just like the stock Barracks - Train Ability and Ive even made my own but it still bugs out...

    Thanks

    Posted in: Data
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    posted a message on [Trigger Help] Pathing and AI

    In the first method of just 'Attacking' to 'Final Point' theyre just attacking to a point. If theres nothing in their way, they run happily to the end. If I add buildings they're no longer happy and use Line Of Sight to try to get to the end instead of going the original way and attacking the buildings in their way.

    In the second method, if theyre in a region, they attack to the center of the next region. Works as long as the regions aren't too far away and buildings aren't blocking their way (sometimes).

    The pathway/terrain isn't simple, but nothing like a maze. Still though why they're failing to truly 'Attack-Move' is what I dont like.

    Posted in: Triggers
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    posted a message on [Trigger Help] Pathing and AI

    I have my triggers set up so when a unit spawns they are told to 'Attact' to 'Final Point'.

    However, if theres something in the way such as an enemy building they try to go to the point even though theres a cliff / wall in the way and fail to attack the enemy structures.

    I have it set up now so if theyre in a region to attack to the center of the next region and so forth. The regions aren't connected (as in like touching as theres a big gap in between each of them. They attack the buildings in their path but if it takes too long or something they wont attack-move on and get stuck there.

    I remember in SC1 you could Attack-Move (via triggers, I dont mean manually telling them in game like with 'A' + Clicking somewhere) them through a complex path and they wouldn't be confused however now to do the same they want to go to the shortest way even if they cant cause something (an enemy building) is blocking their way and they fail to attack it and move on and attack other buildings in their way and so forth.

    Any way to have Attack-Move possible with out a bunch of regions and triggers to do this and just one trigger that tells them to attack move to a point and actually have them attack move not just sit there and not want to do anything but run Line Of Sight to the point even though they cant?

    Thanks

    Posted in: Triggers
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    posted a message on [Trigger Help] Buffs to created units by triggers and created by other units

    Got it to work with some of that. Also I had figured out if a chooser (unit) went in to one of 5 regions to set the difficulty of the map.

    Use variables to have it be checked on which buff to apply based on the variable.

    Still throws one error but I think I have it almost figured out.

    Just having problems with my AI getting stuck at a certain point of the map... No idea why cause they get unstuck after a period of time @_@...

    Posted in: Triggers
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    posted a message on [Trigger Help] Buffs to created units by triggers and created by other units

    Ive been working on a map and recently got stuck trying to apply buffs to units that are created by another unit.

    If I create units at first it applies but after awhile it wont apply the buffs to them. I tried adding a periodic event to see it solves it but it doesnt.

    Also I want units created by a trigger to have a different buff but I was able to get them to work but now Im not and its spewing some errors that dont really make sense.

    I have a unit if its in a region, easy, medium, hard it should apply 2 buffs (not to the unit in one of those three regions but to all units on the map) - 1 buff to all human player units already created or to be created - 1 buff to all NPC player units that will be created by a trigger

    Any help would be greatly appreciated, thanks.

    Posted in: Triggers
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    posted a message on If-Then Scripting Help

    Worked perfectly ErrorAsh, thanks for the help. Now only if I could get the motivation to actually keep playing for more than 2 waves I might get somewhere with this map xD.

    Posted in: Galaxy Scripting
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