I can't for the life of me figure out what the hell is going on.
This godforsaken wave won't run no matter what I do.
I've started the AI personality and mapped it to the correct computer player
I've set the computer as an enemy
The computer has enough resources and units
I've set the wave to actually run.
When the gather time is set to 0, the correct units will gather at the designated gathering point.
When gather time is set to 5 seconds before the send time, the units won't gather at all.
Either way, the units won't budge at all.
This occurs whether or not there are target points or waypoints
Arrival time is set for 2 min, but nothing happens at the 2 min mark.
Please, if anyone can help at all, I'm about to scrap the entire AI for the third time and go back to issuing commands to units manually.
Thank you for reading this, and double thank you if you can think of any ideas to try and fix this!
I ran into this problem a while back. The problem for me was that the combined travel and train times for the units was longer than the arrival time I had set. Thus, I increased the arrival time.
Reading your post, the situation seems to be that it takes longer than 5 seconds for the units to arrive at the arrival point from the gather point.
I just ran a couple of tests and it doesn't seem to be the case.
From what I understand the gather time is the delay before the units begin gathering? Because 0 is assumed to be equal to the gathering time according to what the editor is saying.
Even if I'm wrong, I eliminated the gathering component altogether and it still didn't run.
I've attached a pair of screenshots from the AI editor. The first one is one of the problematic waves. The second one works exactly as intended and I can't tell what the difference is.
Thanks for being patient with this. It's really frustrating.
I'm sorry, I'll just have to wait until I have access to the editor. For now I would post the map file in case someone can take a look at it in the meantime.
Don't worry about it. I just replaced the AI personality for the problem player with a regular campaign AI and issued orders manually. It's not really a big deal.
I've attached the map (and mod file) in its previous incarnation if anyone is still interested in deciphering it.
I can't for the life of me figure out what the hell is going on.
This godforsaken wave won't run no matter what I do.
When the gather time is set to 0, the correct units will gather at the designated gathering point. When gather time is set to 5 seconds before the send time, the units won't gather at all. Either way, the units won't budge at all.
This occurs whether or not there are target points or waypoints
Arrival time is set for 2 min, but nothing happens at the 2 min mark.
Please, if anyone can help at all, I'm about to scrap the entire AI for the third time and go back to issuing commands to units manually.
Thank you for reading this, and double thank you if you can think of any ideas to try and fix this!
I ran into this problem a while back. The problem for me was that the combined travel and train times for the units was longer than the arrival time I had set. Thus, I increased the arrival time.
Reading your post, the situation seems to be that it takes longer than 5 seconds for the units to arrive at the arrival point from the gather point.
Custom Campaign Initiative | Mapster Community Project: Data Wizards
Starcraft II: Unsung Rebels, a custom campaign for Starcraft II
SC2Saver, a way to create saved games via trigger
Frustrated with the editor and would like answers in real time? Join the SC2Mapster Discord!
@aZergBaneling: Go
Thanks for the suggestion.
I just ran a couple of tests and it doesn't seem to be the case.
From what I understand the gather time is the delay before the units begin gathering? Because 0 is assumed to be equal to the gathering time according to what the editor is saying.
Even if I'm wrong, I eliminated the gathering component altogether and it still didn't run.
Eventually I ended up implementing the AI via corresponding functions in the trigger module.
Could you post screenshots of the AI setup? I would ask for the map file and look at it myself, but I'm on mobile right now and am unable to do that.
Custom Campaign Initiative | Mapster Community Project: Data Wizards
Starcraft II: Unsung Rebels, a custom campaign for Starcraft II
SC2Saver, a way to create saved games via trigger
Frustrated with the editor and would like answers in real time? Join the SC2Mapster Discord!
@aZergBaneling: Go
I've attached a pair of screenshots from the AI editor. The first one is one of the problematic waves. The second one works exactly as intended and I can't tell what the difference is.
Thanks for being patient with this. It's really frustrating.
I'm sorry, I'll just have to wait until I have access to the editor. For now I would post the map file in case someone can take a look at it in the meantime.
Custom Campaign Initiative | Mapster Community Project: Data Wizards
Starcraft II: Unsung Rebels, a custom campaign for Starcraft II
SC2Saver, a way to create saved games via trigger
Frustrated with the editor and would like answers in real time? Join the SC2Mapster Discord!
@aZergBaneling: Go
Don't worry about it. I just replaced the AI personality for the problem player with a regular campaign AI and issued orders manually. It's not really a big deal.
I've attached the map (and mod file) in its previous incarnation if anyone is still interested in deciphering it.