You can create a trigger or action definition that does that. I may be able to get to that point as my work continues. I have the "how" written down but haven't gotten to coding them yet.
However, the action definition must be called by the map maker specifically.
I've thought about letting the AI do what it does, and when its unit gets stuck trying to reach a point, make a transport carry that unit to the location it wants and drop it there. However, it seems the AI simply cancels its own internal commands if it find the expansion point is unreachable.
Moving units by transport through unpathable terrain does occur automatically though. For example, rebuilding a bully (unit only not structure) on an island.
have this when initializing your AI: (if you haven't done this already)
c_diffAutoTransport as parameter to the function Set Difficulty Parameter's index value.
It should show up like this:
AI Advanced - Enable c_diffAutoTransport for player 2
Running bullies on an area the AI cannot reach also results to SC2 lagging.
I don't know, but I'm sure you've tried this already.
Also, having the editor test maps at Hard might enable the AI to transport units automatically. I just don't see it trying to get to expansions on island maps.
I've managed to accomplish an apparent alpha of an Island expo. All it took were using the normal Set Difficulty Parameter with the c_diffAutoTransport as Custom Script, as well as a separate variable as Preset and AI Difficulty Index, and another Difficulty Parameter using that code. Also, I've triggered to pick all transports and disable their Script Control. It's a bit exaggerated and clumsy, but it's also a means that if one fails, the others might not. But, I've did it, and it was rudimentarily nice, it fulfillled it's purpose.
A few notes to keep in mind, though:
- As Gna said, Structures alone won't make the worker go there, so it must have at least ONE worker to start building the structure bullies.
- There's a small problem of worker not building due to lack of supplies, and thus it hampers the expo. So you must make sure a few supply buildings are built.
- The workers, especially Protoss, if they're not building, will try to force their way back to the main to resume harvesting, and transports won't pick up.
- The transports will pick up the units and drop them to the closest drop point possible, and the workers will continue land traversing from there.
- Transports take a 1-2 second delay before they pick up the unit.
Yes, it's quite buggy, but it's a start, at least for me, to start on island expansions.
You can create a trigger or action definition that does that. I may be able to get to that point as my work continues. I have the "how" written down but haven't gotten to coding them yet.
However, the action definition must be called by the map maker specifically.
I've thought about letting the AI do what it does, and when its unit gets stuck trying to reach a point, make a transport carry that unit to the location it wants and drop it there. However, it seems the AI simply cancels its own internal commands if it find the expansion point is unreachable.
Moving units by transport through unpathable terrain does occur automatically though. For example, rebuilding a bully (unit only not structure) on an island.
have this when initializing your AI: (if you haven't done this already)
c_diffAutoTransport as parameter to the function Set Difficulty Parameter's index value.
It should show up like this:
AI Advanced - Enable c_diffAutoTransport for player 2
Running bullies on an area the AI cannot reach also results to SC2 lagging.
I don't know, but I'm sure you've tried this already.
Also, having the editor test maps at Hard might enable the AI to transport units automatically. I just don't see it trying to get to expansions on island maps.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@GnaReffotsirk: Go
SUCCESS!
I've managed to accomplish an apparent alpha of an Island expo. All it took were using the normal Set Difficulty Parameter with the c_diffAutoTransport as Custom Script, as well as a separate variable as Preset and AI Difficulty Index, and another Difficulty Parameter using that code. Also, I've triggered to pick all transports and disable their Script Control. It's a bit exaggerated and clumsy, but it's also a means that if one fails, the others might not. But, I've did it, and it was rudimentarily nice, it fulfillled it's purpose.
A few notes to keep in mind, though:
- As Gna said, Structures alone won't make the worker go there, so it must have at least ONE worker to start building the structure bullies.
- There's a small problem of worker not building due to lack of supplies, and thus it hampers the expo. So you must make sure a few supply buildings are built.
- The workers, especially Protoss, if they're not building, will try to force their way back to the main to resume harvesting, and transports won't pick up.
- The transports will pick up the units and drop them to the closest drop point possible, and the workers will continue land traversing from there.
- Transports take a 1-2 second delay before they pick up the unit.
Yes, it's quite buggy, but it's a start, at least for me, to start on island expansions.
HOORAY!!!
/edit Also, you must really set to Hard.
That's great! :)
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.