I am trying to create an attack wave by using the AI Module. I found a video on it. I watched it 5 times. I copied everything that was shown in the video. Every time I test my map no hostile units spawn.
Can anyone provide a detailed explanation of how to create an attack wave with the AI Module? (it is an assignment for school, I cannot just do it in triggers.)
I am not looking to do anything fancy with the attack wave. I just want to see some zerglings actually spawn. The problem is when I test attack wave units never spawn.
Does anyone know how to make the melee/default AI harass a player like how they do a Banshee opening and keep attacking and retreating with the Banshees when units show up but just make then use a different unit instead and make them keep searching for parts of your base that are not defended well using only AI triggers etc???
I am trying to create an attack wave by using the AI Module. I found a video on it. I watched it 5 times. I copied everything that was shown in the video. Every time I test my map no hostile units spawn.
Can anyone provide a detailed explanation of how to create an attack wave with the AI Module? (it is an assignment for school, I cannot just do it in triggers.) I am not looking to do anything fancy with the attack wave. I just want to see some zerglings actually spawn. The problem is when I test attack wave units never spawn.
Firstly make sure the slot is set to computer and you have started an AI for it. Non-computer slots and computer slots with inactive AI cannot do anything AI related.
As far as I can tell attack waves do not actually make any units. You need to create triggers to order the AI to train the units for the attack waves. Unlike WC3 there is no different AI and Trigger system, both are done in SC2 by the Galaxy virtual machine so there should be no issue with you mixing triggers in with it.
So you would write triggers ordering the AI to train the units (not order the buildings, you instruct the player to train them). The AI can even be smart enough to make all the requirements and will train them. When the attack wave comes it should take all the units and set them in.
Do note that the AI will forget orders after some period of time. You can turn this off (enabled by default) using custom script to call the appropriate AI natives. For this reason it is recommended to periodically clear and re-issue all AI orders. This is why the melee AI use periodic loops.
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Does anyone know how to make the melee/default AI harass a player like how they do a Banshee opening and keep attacking and retreating with the Banshees when units show up but just make then use a different unit instead and make them keep searching for parts of your base that are not defended well using only AI triggers etc???
It is either a certain property attached to an attack wave (harassment wave), or it has to do with the Banshee tactical AI itself. There are various natives (some which cannot be accessed in GUI without custom script) which can perform an AI view evaluation of players to find suitable attack points. I would recommend looking at how the standard AI and Banshee tactical AI works for more ideas (they are pure Galaxy script files you can pull from the patch MPQ archives at the time of posting).
I am trying to create an attack wave by using the AI Module. I found a video on it. I watched it 5 times. I copied everything that was shown in the video. Every time I test my map no hostile units spawn.
Can anyone provide a detailed explanation of how to create an attack wave with the AI Module? (it is an assignment for school, I cannot just do it in triggers.) I am not looking to do anything fancy with the attack wave. I just want to see some zerglings actually spawn. The problem is when I test attack wave units never spawn.
Does anyone know how to make the melee/default AI harass a player like how they do a Banshee opening and keep attacking and retreating with the Banshees when units show up but just make then use a different unit instead and make them keep searching for parts of your base that are not defended well using only AI triggers etc???
_______ watson
Firstly make sure the slot is set to computer and you have started an AI for it. Non-computer slots and computer slots with inactive AI cannot do anything AI related.
As far as I can tell attack waves do not actually make any units. You need to create triggers to order the AI to train the units for the attack waves. Unlike WC3 there is no different AI and Trigger system, both are done in SC2 by the Galaxy virtual machine so there should be no issue with you mixing triggers in with it.
So you would write triggers ordering the AI to train the units (not order the buildings, you instruct the player to train them). The AI can even be smart enough to make all the requirements and will train them. When the attack wave comes it should take all the units and set them in.
Do note that the AI will forget orders after some period of time. You can turn this off (enabled by default) using custom script to call the appropriate AI natives. For this reason it is recommended to periodically clear and re-issue all AI orders. This is why the melee AI use periodic loops.
It is either a certain property attached to an attack wave (harassment wave), or it has to do with the Banshee tactical AI itself. There are various natives (some which cannot be accessed in GUI without custom script) which can perform an AI view evaluation of players to find suitable attack points. I would recommend looking at how the standard AI and Banshee tactical AI works for more ideas (they are pure Galaxy script files you can pull from the patch MPQ archives at the time of posting).