I hope this post is in proper place, please correct me if I’m wrong. I’d like to apologize for my bad english as well. However I thnik it’ll be understandable.
I play SC2 for a long time. Since I particularly like play against AI I become interested in SC2 editor. I’ve made a huge progres by myself, but there are a few things I simply don’t know how to set up.
I’m not 2039829038 APM player, I just play for fun. Therefore I was always annoyed by Seeker Missle, Overseers and Observators scounting AI. They’re running wild and the only way to prevent form beeing scouted is to make tons of turrets around place – pointless strategy imo. The same thing with Seeker Missle. I can’t really focus on the battle, when my job is to remove units with Seeker Missle debuff on them. Ofcourse it’s possible, but just not fun for me. I’d prefer to enjoy the battleground in place of checking if my units are free of Seeker Missle. In this point, I’d like to make a mod where I can be free of this worries. The tricky part for me is I want to remove AI control over an ability or scout movment BUT NOT remove ability or unit from using by player. I’d like the AI to control Observators and Overseer as a normal detecting unit, not a scout.
My problems are (to remove):
1) Scounting AI on Observator
2) Scounting AI on Overseer
3) Seeker Missle AI
I've made hundret of tests, looked into tutorials, YouTube etc. but still nothing. If you guys have any idea how to make this happen, I’d be gratefull.
from my understanding of AI (i just started with AI) you need to change this behaviour in the melee AI script. you have to export it, change it, and reimport it. you need a good understanding of galaxy for this endevour.
i checked the units and they have no tactical AI data linked to them so that's why i assume it's coded in the melee AI.
Turn off Extra Scouts flag and that will stop their flailing around, I think. They have some other stuff associated with them but I think that's the big part for their scouting. It also eats a lot of CPU for Zerg.
Ravens are in the Terran tactical galaxy file, iirc.
Sorry for my absence. I’ve tested a lot of things, I’ve manage to disable Seeker Missle AI, but I failed at the scouting proces. There is a large number of things that I simply can’t understand and despite of I have SC2 editor in my national language, description is poor and specialized only for ppl who used it in the past – NOT for the newcommers. YouTube tutorials are often misplaced: they’re talking about f.e. „how to change hp of a unit” or „how to add something to something”. Very little informations about real problems and mechanics of the editor. This is the border for me that I can’t cross. I see in those options that the possibilites are countless.. However without good explanation I barely reach to 30% of them.
FunkyUserName sorry, but I don’t know how to do this what you’re talking about. I’m afraid that it will crush my work. I’ve tried similar thing with importing WoTL into HoTS. It didn’t work out well. Also I don’t think that removeing sound will help. I suspect the unit will not be able to work at all (not only as a scout).
Long sotry short: I’ve made a few upgrades that I wanted to make for a long time. Scoutning is too difficult for me atm. I simply need step-by-step tutorial how to make it done or good guide for elementary/advanced editors user. If you guys don’t have any idea then I’m afraid this won’t work.
However, I’ve got a few new problems. I think they are simpler.
1) I’ve add possibility for a few units to move while shooting. It’s a cool thing becouse in situations when you got 40+ marines and you aim at the enemy, marines don’t „stuck”. They don’t move around other units, they just simply „push” units in front a bit closer to enemy until they’re in range to atack. Very very usefull. You can use 100% of your army in a short time insated of useing 10-15 marines in front while the rest of them are running wild. This can be done by modyfying weapon of unit, by default it’s not able to move. It can be changed, but my question is why those units can’t fire form bunker? I know it’s connected but units with this upgrade on weapon f.e. marine, can load to bunker but they won’t fire at all.
2) And the second thing: how to make helbat able to get into bunker? I’ve tried with biological/mechanical things already form bunker properties.
Set the AI to cheating vision difficutly or higher, that disables scouting as they have absolutely no need to scout (they know everything). You can then apply a resource penalty to remove their cheating nature.
You can modify the Raven tactical AI function to be less willing to fire Seeker Missiles. For example adding some kind of health filter to the targeting process that means they only use it if their local force is out numbered 1 to 5 health wise or more (they are losing badly). You might want to encourage them to use point defense drone and auto turret to compensate. You can make these changes by exporting the tactical AI function from the appropriate MPQ archive (CASC system for LotV) and then paste it into a custom script trigger element in your Triggers. It should then be possible to alter its name and the AI function link from the data editor to use your custom tactical AI function. If you want you could make it spam only auto turret or point defense drone but personally that seems like too much of a handicap for the already quite stupid AI. Remember to also make appropriate modifications to the Infester and the High Templar as they both have devastating AoE and are similar purpose.
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Hello Guys!
I hope this post is in proper place, please correct me if I’m wrong. I’d like to apologize for my bad english as well. However I thnik it’ll be understandable.
I play SC2 for a long time. Since I particularly like play against AI I become interested in SC2 editor. I’ve made a huge progres by myself, but there are a few things I simply don’t know how to set up.
I’m not 2039829038 APM player, I just play for fun. Therefore I was always annoyed by Seeker Missle, Overseers and Observators scounting AI. They’re running wild and the only way to prevent form beeing scouted is to make tons of turrets around place – pointless strategy imo. The same thing with Seeker Missle. I can’t really focus on the battle, when my job is to remove units with Seeker Missle debuff on them. Ofcourse it’s possible, but just not fun for me. I’d prefer to enjoy the battleground in place of checking if my units are free of Seeker Missle. In this point, I’d like to make a mod where I can be free of this worries. The tricky part for me is I want to remove AI control over an ability or scout movment BUT NOT remove ability or unit from using by player. I’d like the AI to control Observators and Overseer as a normal detecting unit, not a scout.
My problems are (to remove):
1) Scounting AI on Observator
2) Scounting AI on Overseer
3) Seeker Missle AI
I've made hundret of tests, looked into tutorials, YouTube etc. but still nothing. If you guys have any idea how to make this happen, I’d be gratefull.
Cheers!
from my understanding of AI (i just started with AI) you need to change this behaviour in the melee AI script. you have to export it, change it, and reimport it. you need a good understanding of galaxy for this endevour.
i checked the units and they have no tactical AI data linked to them so that's why i assume it's coded in the melee AI.
Turn off Extra Scouts flag and that will stop their flailing around, I think. They have some other stuff associated with them but I think that's the big part for their scouting. It also eats a lot of CPU for Zerg.
Ravens are in the Terran tactical galaxy file, iirc.
Sorry for my absence. I’ve tested a lot of things, I’ve manage to disable Seeker Missle AI, but I failed at the scouting proces. There is a large number of things that I simply can’t understand and despite of I have SC2 editor in my national language, description is poor and specialized only for ppl who used it in the past – NOT for the newcommers. YouTube tutorials are often misplaced: they’re talking about f.e. „how to change hp of a unit” or „how to add something to something”. Very little informations about real problems and mechanics of the editor. This is the border for me that I can’t cross. I see in those options that the possibilites are countless.. However without good explanation I barely reach to 30% of them.
FunkyUserName sorry, but I don’t know how to do this what you’re talking about. I’m afraid that it will crush my work. I’ve tried similar thing with importing WoTL into HoTS. It didn’t work out well. Also I don’t think that removeing sound will help. I suspect the unit will not be able to work at all (not only as a scout).
Long sotry short: I’ve made a few upgrades that I wanted to make for a long time. Scoutning is too difficult for me atm. I simply need step-by-step tutorial how to make it done or good guide for elementary/advanced editors user. If you guys don’t have any idea then I’m afraid this won’t work. However, I’ve got a few new problems. I think they are simpler.
1) I’ve add possibility for a few units to move while shooting. It’s a cool thing becouse in situations when you got 40+ marines and you aim at the enemy, marines don’t „stuck”. They don’t move around other units, they just simply „push” units in front a bit closer to enemy until they’re in range to atack. Very very usefull. You can use 100% of your army in a short time insated of useing 10-15 marines in front while the rest of them are running wild. This can be done by modyfying weapon of unit, by default it’s not able to move. It can be changed, but my question is why those units can’t fire form bunker? I know it’s connected but units with this upgrade on weapon f.e. marine, can load to bunker but they won’t fire at all.
2) And the second thing: how to make helbat able to get into bunker? I’ve tried with biological/mechanical things already form bunker properties.
Thanks for your previous answers!
Cheers!
Set the AI to cheating vision difficutly or higher, that disables scouting as they have absolutely no need to scout (they know everything). You can then apply a resource penalty to remove their cheating nature.
You can modify the Raven tactical AI function to be less willing to fire Seeker Missiles. For example adding some kind of health filter to the targeting process that means they only use it if their local force is out numbered 1 to 5 health wise or more (they are losing badly). You might want to encourage them to use point defense drone and auto turret to compensate. You can make these changes by exporting the tactical AI function from the appropriate MPQ archive (CASC system for LotV) and then paste it into a custom script trigger element in your Triggers. It should then be possible to alter its name and the AI function link from the data editor to use your custom tactical AI function. If you want you could make it spam only auto turret or point defense drone but personally that seems like too much of a handicap for the already quite stupid AI. Remember to also make appropriate modifications to the Infester and the High Templar as they both have devastating AoE and are similar purpose.